Thread: Unicorn Overlord [OT] - Vanillaware's take on Ogre Battle Meets Fire Emblem (NSFW, Strong Internet Recomanded)
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I've just spent like 3 hours grinding the level that you can repeat over and over so I can get enough Honor for 4-member formations. Most of my units are level 10 now, so I think I should probably go rescue Scarlett finally...

Those infinite battle shrines should be useful later in the game when I need to grind up some Mercenary units to really mix/max my squads. At least the game throws a lot of Exp items and stat-boosting items at you compared to most RPGs, I've noticed. Usually, an RPG will give you one or two 'permanent stat increase' or 'gain free EXP' consumables within the initial hours of the game, just to show the player what they do and how rare they are. But they're scarce. Overlord doles em out pretty often and gives you several ways to obtain them.

Plus that hand mirror lets you re-spec a unit, even a story character. I changed the Heavy Metal FAKK lady's colors from black armor/maroon clothing to gold armor/black clothing, looks a lot less garish. It's funny how they let you change the colors of story characters... a tiny thing, but most RPGs don't let you do that to NPCs. So, if you want to make Scarlett a dark-haired pale-skinned big-tiddy goth girl, you can change her clothing/appearance accordingly.

Nope, it didn't put me off at all. Glad you fleshed that out a bit. I'll probably continue on and finish out the demo. I'm really not that far into it so maybe my opinion will change the further I get. At this point, I'm just clicking and moving units so yes, it does seem a little thin.



Yep, and that was my fault for not looking deeper into it. Like I mentioned, I thought this was going to like your classic turn-based RPG where I'm selecting actions for each character vs a tactical RPG where I'm playing it like a board game. I've never touched a tactical RPG before so it's completely new experience for me.

This game offers a lot to a lot of people, but also doesn't fit squarely into any one genre or comparison. I've noticed others getting put off by some of the things Overlord does differently.

The thread title says 'Ogre Battle meets Fire Emblem', but if you expected a cross between those two games only, you'd still run into a ton of differences. You could say it's just as much like Heroes of Might & Magic meets Phantom Brave or Soul Nomad meets DotA but if you expected a cross between those two games only, you'd also find far too many deviations to really make the comparison work. The game borrows stuff from so many RPG styles and puts it together in a way that hasn't been done before. It's going to be challenging for other devs to "clone" this game
 
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Yeah, it really is a big mish-mash of systems we have seen from other games, but they have blended them all together so expertly that it feels really seamless and cohesive, and definitely more than the sum of its parts. I heard they have been working on this for 10 years or so now in one capacity or another, so I imagine they have gone through a ton of iteration to land on something that just feels great to play.
 
I played a couple hours of the demo last night, not sure how long it is but the game has amazing polish from the art to the voice actors. Game is definitely fun and my type but the one thing I do question is how grindy it is for you folks playing later into it. How much grind am I going to need to do to be viable or is that really just dependent on my own playstyle?
 
I played a couple hours of the demo last night, not sure how long it is but the game has amazing polish from the art to the voice actors. Game is definitely fun and my type but the one thing I do question is how grindy it is for you folks playing later into it. How much grind am I going to need to do to be viable or is that really just dependent on my own playstyle?

No you don't have to grind. You can grind if you want to do things out of order e.g. you can go north into Bastorias early or you can even fight the final battle against Galerius very early. Following the main path and cleaning up some sidequests along the way keeps you leveled enough for main missions. Upgrading equipment and properly arranging your squads is just as important as having high level units, and it's normal to kill enemies many levels higher than yourself if you simply exploit unit-type weaknesses. Also, you can steamroll missions with proper item use.

But if you want to grind, there's an aggressive soft cap on Exp gain for units that are higher level than their targets. Once you're 4 or 5 levels higher, the Exp gain is so low it's better to have weaker squads kill those enemies and get the Exp. On the flip side, beating enemies higher level than yourself nets a lot of Exp, so going for missions higher than your own level is an easy way to get ahead.
 
Man, time just melts away with this game. I've put in 17 hours according to my save data, but have just entered the Drakenhold area and still feel like I'm barely scratching the surface.

Really just an awesome experience so far.
 
Man, time just melts away with this game. I've put in 17 hours according to my save data, but have just entered the Drakenhold area and still feel like I'm barely scratching the surface.

Really just an awesome experience so far.

Aye, I'm over 20 hours in and deep into Drakenhold myself, and this is hands down my favourite Vanillaware game they've made, which is massive for me given how much I've loved everything they've put out up until now.

Quite honestly this is scratching the itch for a truly masterful SRPG I've had since FE Awakening. I love the genre, but it's rare you get a game with this level of care, attention, skill and effort all put into one. Hell, this is better and deeper than most full SRPG's I've finished in the last 10 years, and I can see from menus and knowledge of characters still to come that I've entire gameplay systems I've still to even unlock yet.

So far this is looking like it's going to end up as an east 10/10 for me. It would have to really shit itself in the final acts not to.

Also anyone else also recruited the generic Gryphon Knight, in no small part for the character art? Rare occasion that the unique recruitable character looks worse quite honestly. I mean Fran isn't ugly, but the generic version with the pig tails is stacked.
 
I hate to complain about such an excellent game, but here goes... Vanillaware missed a major opportunity to make this game truly sing by adding a real overworld map with real commerce and dynamic warfare. This is a 3DS-sized handheld RPG: streamlined, innovative, but still very "handheld" in overall scope. It could've gone deeper and stood toe to toe with the contemporary PC-style 4X RPG hybrids if they fleshed out each of the mechanics just a biiiit more. Picking up shinies on the beach and delivering them in a menu ain't it. I want more town upgrades and kingdom managment, maybe a research tree or something. Maybe they could've handled the overworld map like Mount & Blade II Bannerlord, where the player controls one unit within a functioning ecosystem of trade and wars between factions, and you encounter (and sway) these systems as you play on the map. Or, similar to certain other strategy games, they could've added a map-maker and a generic "campaign mode" where the player picks a faction, takes over provinces, and defends their territory in somewhat real time. The meat and bones are already there.

Imagine if those patrolling Red troops did more than just chase you and give a few points of Honor. Or imagine that every so often, Zenoria slowly marches an army toward a liberated Fort or Town and you have to go fight them on the overworld in a semi-randomized battle (like the replayable sigil quests). Maybe if they reach the town, you have x number of days to rescue the town from a seige. It feels like the devs were moving in this direction already with the partrolling enemy soldiers, but then they pulled the punch, as if it might make the game too complex. The lack of meaningful battles on the overworld map makes it feel like you're just steamrolling through this All Powerful Empire with no opposition or pushback.

Don't get me wrong, this overworld is far better than the typical linear "move along the dotted line" sort of maps that most Japanese Strategy RPGs use. I love the free movement, I love finding resources, upgrading towns, and discovering shrines. All of that is fun, and it's one of the prettiest RPG overworld maps ever made, so that's nice too. But functionally, Unicorn Overlord's map is almost as linear and static as any other SRPG map. You can sequence-break the game in a few ways that other SRPGs forbid, so I have to give the game some credit there.

All of the pieces of a much deeper game are here waiting to be used. That isn't to say the game feels shallow or a waste, but as a big fan of strategy RPGs, I think this is an area where Vanillaware could've added just a few more 4x strategy-style mechanics to make the game exponentially more interesting and replayable. I'm not suggesting full-blown Fort/Town managment or a diplomacy system or something like that, just a bit more kingdom managment, a bit more freedom in your path through the game, and a bit more dynamic action on the overworld map would've gone very far.

Perhaps that's something they could add via update or DLC. The Colisseum and the handful of Sigil Trials are pretty lazy compared to providing a dynamic overworld with constant battles and simulated trade routes/economy.
 
Demo got me hooked and I bought it and having a blast. I dunno about you folks but the Switch for me is reaching that top tier status as far as having so many epic RPG's like SNES did. SNES has so many of my lifetime gems but goddamn if the Switch doesn't deliver on so many levels w/remakes as well.

This is the first Vanillaware game I've ever played, very impressed!
 
Man, time just melts away with this game. I've put in 17 hours according to my save data, but have just entered the Drakenhold area and still feel like I'm barely scratching the surface.

Really just an awesome experience so far.
Many hours later, making way through third kingdom. Few games outside Civilization can pull this level of "oh shit look at the time" off. S Rank Class Liberation Army and two 5 man squads.

TFW you realize you were supposed to do Drakenhold first then Elfhime next (records of the story in the archive even say so). No wonder I had a lot of difficulty helping the elves then my level 20+ army units promptly obliterated their way through Drakenhold.

Now the third Kingdom? That's a big difficulty spike and this is where you are expected to get familiar with the games combat systems. Most of my money is going into maintaining supplies of food, potions, medicine, ect. An army marches on its stomach as they say, and the victory's continue.

Running into level 40 endgame quests namely
the Final 2 Colosseum battles and reclaiming Cornias Holy Blade. Also rebuilding the various bridges because even with the income of supplies from my controled lands they take a massive amount each.

Also realized Unicorn Overlord is a open world RPG with one of the best worlds ever put into a RPG, joining the likes of Witcher 3, Xenoblade Chronicles X, Elden Ring, Octopath Traveler 1 and 2.

Game is a 10/10. Best Tactical RPG I've played since Fire Emblem: Three Houses and 13 Sentinels Aegis Rim. Making a strong case for being one of Vanilawares best games all of which are already the top 1 percent of videogames, and one of the best videogames ever made.
 
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Most of my money is going into maintaining supplies of food, potions, medcine, ect. An army marches on its stomach as they say, and the victory's continue.

This caught my attention because I'm having a similar experience in my own playthrough. The game gives you generous amounts of items if you spend some extra time freeing towns, upgrading them, and buying up the contents of the shop. For awhile, I'd spend a big chunk of my money (after liberating a town) on all the healing items, the Feathers, the Stamina nuts, the barricades, building up a hefty supply of the most useful stuff before moving on. This allowed me to actually use the items in battles and not horde them. The highest difficulty in UO only lets you use 5 items per battle but other than that limitation in that specific mode, I feel like items are more plentiful and more powerful compared to most other RPGs. A battle can be won with a single well-timed Concealing cloak. An entire maze of traps can be bypassed by Giant Canopy (protects from spikes and mines). A Wind Faerie's charm (protects from assists) can steamroll an area protected by towers/ranged units, and a Feather can give insane mobility. The Hallowed Ash gives you free Valor, which means you can cast a bunch of ranged spells or unit-buffs immediately after a battle begins. Barricades close off a route for a respectable chunk of the battle (the AI struggles against them). Mantlet kits let an assist unit cast their ranged assists for free (no Stamina loss). One Campsite Kit at the halfway point is enough to refill your best units and push forward for the win. Quick-resting with an Hourglass is also very very powerful. Lots of the buffs in this game last for 20+ seconds, which is actually a very long time especially if that unit has a Feather to move them around the map faster.

There aren't even that many consumable items in the game, just a few dozen. It's an average amount for an SRPG, but it's not like they give you 100s of different battle items. Consumable items are usually a neglected part of an RPG. You're not incentivized to use them very much. But UO is tuned to let you use a handful of solid items every battle without totally running out, while still limiting certain items so that you can't buy your way through the game.
 
Definitely not able to spend as much time playing as some of you lot, but I've just got to B rank and unlocked the ability to promote units and damn is that just opening up a whole new world of possibilities here.

Also it seems most of the female characters becoming more potent fighters also confers on them an extra cup size or two. Selvie might have the most impressive upgraded look, because bloody hell is she curvy now, but Generic Gryphon rider lady continues to impress, because after her promotion she could probably club enemies to death with her gargantuan bosom alone. God bless Vanillaware.
 
it seems most of the female characters becoming more potent fighters also confers on them an extra cup size or two.

True.

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Also happens to be one of the best unit types in the game.
 
I felt like I was doing super well in the first region, but Drakengard is starting to get a bit challenging. I think I need to shuffle up my team composition a bit.

What kind of approach are you all taking to unit composition? Are going with a more generalist approach or specializing? It seems like the Drakengard enemies consist of a lot more mixed units than the first region.
 
I felt like I was doing super well in the first region, but Drakengard is starting to get a bit challenging. I think I need to shuffle up my team composition a bit.

What kind of approach are you all taking to unit composition? Are going with a more generalist approach or specializing? It seems like the Drakengard enemies consist of a lot more mixed units than the first region.

Generalist at the moment. I try to have a flier or cavalry leader, a caster, a healer and either a heavy hitter or buffing/nerfing caster.

Speed, manoeuvrability and the ability to react to changes of circumstances start to get really important as the game has gone on, and you get more surprises thrown at you. Keeping at least one valour back at all times is a must too, since you never know when you're going to get something slipping through and threatening your command post, that you can't reach in time to stop.
 
Folks still playing?

57 hours in and I'm getting close to finishing all the quests and town-upgrades in the angelic region. 53% of trophies, and I'm about 80% finished with the main campaign if I had to guess. At this point I think I've solved the combat. The game rewards good usage of the rock-paper-scissors matchups and the special abilities. The more you experiment, the more power you're squeezing out of the mechanics. A bit of extra time optimizing things goes a long way. I am several levels below my opponents in the Main quests but I'm still winning battles handily (on Tactical difficulty). I haven't had to "grind" to overcome any battles. I've unlocked All squads, all Max size, all full of units level 30 or higher. This is a very well-balanced RPG.

I'm gonna make a longer post once I finish the main game and post-game stuff. If you like Nintendo handheld RPGs, this game is a must play. If you like PS1 classic Squaresoft style RPGs, this game is a must play. If you like Fire Emblem but you want some fresh air breathed into the genre, this game is a must play. If you happened to play Vanillaware's previosu Japan-Only strategy game Grand Knights History, thisgame is the realization of what they started there. My only major gripe is that some mechanics ended up being pretty thin and superficial, like delivering goods to towns to upgrade them, and the patroling Red armies on the overworld map. If they fleshed some of those mechanics out it would've made the experience so much bigger and more replayable.

One thing I thought was funny is that you can do the 'Maiden' ceremony with a guy, it doesn't have to be a girl. The implication doesn't seem to be like they're gay, but I thought it was funny and awkward. I saved my file and so far I've tried it with Mordon, Sharon, and Amelia the Giant Lady, then re-loaded and went about my business without marrying any of them. The characterization of your NPCs is very 90s RPG anime cheesy, which is fine. I compared it to Fire Emblem Awakening earlier in the thread and I stick by that comparison. One major "woah" aspect of Fire Emblem Awakening was playing Waifu Simulator with the whole army, not just your main character, and then getting a bunch of time-warped children from these match-ups that you made. Unicorn Overlord's rapport system doesn't have the same depth or payoff in the end which is a tiny bit disappointing.

Oh well. It shines in so many countless ways that the what-ifs and minor flaws aren't worth getting sour over.
 
Are there performance differences between Switch and PS5? Asking for a friend
 
Beat the game! 67 hours. I did most of the completionist content like upgrading all towns, obtaining all weapons from those tomb-battles, finding all treasures, etc., and now there's a bit of a post game to explore. The multistage final battle and true final boss were EPIC! One of the best RPG final battles in recent memory. TONS of enemies to fight and the minibosses / bosses were genuinely tough battles. The ending is very indulgent, like what you get at the end of Fallout, Earthbound, or Suikoden 2. You get paragraphs for every single character you recruited, plus you can explore the post-game map and talk to a bunch of familiar NPCs. On later playthroughs I'll have to recruit everyone and not execute the annoying ones, at least to see how their story ends.

Toward the end, I found myself skipping most of the rapport conversations. With that said, I liked most of the characters in terms of voice acting, how they perform in battle, and how they look. A handful of characters are genuinely good in the story department too.

Battle system is incredibly fun. I hope Vanillaware makes an expansion to add bigger maps and more units. This game is dying for a map-editor. The longer slugfests were my favorite battles but there aren't very many of em in the campaign. Things like artillery, capturing deploy-points, resting your units, traps, hidden units, and barriers matter a whole lot more over the course of the match when it's a big map. There isn't a single unique mechanic in this game yet there's no battle system quite like it.... similar to Ogre Battle, Phantom Brave, Warcraft 3, Fire Emblem, Soul Nomad & The World Eaters, X-COM, and several other notable games.

With a battle system this good, the game needs more battles to fight. It also needs a longer tail on the player's power growth. Colosseum battles and replayable Sigil battles aren't enough. The final battle was SO GOOD, I hope there's at least one or two more battles like that in the post-game. It would've been really nice to get a Tier 3 promotion for the human units and a Tier 2 promotion for the other nation's units. The fact that you only promote about 1/3rd of the available unit types is lame. Halfway through my playthrough, I had already promoted all the units I wanted to promote and never touched the function again. The end-game weapons aren't that much better than mid-tier stuff, and Fevrite levels the playing field anyway. So it kinda sucked how the first half of the game gave an incredible sense of growth, but by the second half it felt like I was coasting along with only a few meaningful upgrades to my army.

The art and animations are so pretty to look at, and full of creativity. The way that a Landsknetch throws their shield into the air for a Bastard Cross and then catches it is so cool. The way a Werebear gets knocked back onto one foot and then regains his balance is always entertaining to watch. The way a female Elven fencer flashes her butt is hilarious (the devs knew what they were doing). Every unit has a fairly unique set of attack animations and it's so cool to see them all in motion. What turn based RPG has battle animations that compare to Unicorn Overlord?

The unicorn-maiden ceremony is goofy. In some cases, you're just giving your best bro a family heirloom. In other cases, you're professing eternal love and holy matrimony. I recommend saving before the ceremony just to see a few different reactions for yourself. Some of them are lame, but others were fun to see. Some of the responses are more... generic, while others have a much more unique reaction (Berengaria and Virginia are both must-see). Watching a few of the boys' ceremonies is worth it, too, just to see how different they are compared to the girls. I ended up going for the obvious megatitty choice, Scarlett. I'll pick someone else next playthrough but I don't think the game is worth replaying just to see a different waifu cutscene at the end and a slightly different dialogue in the post-game area. The romance and dialogue aspect of this game ended up being kinda shallow if I compare it to games like Fire Emblem or Persona. Dialogue between your units is there and there's a decent amount of it to watch/read, but it's mostly teenage anime character-building and isn't all that interesting.

I wish for some deeper empire-building mechanics and more replayability, but I still clocked almost 70 hours for a full playthrough. That's about what I spent on Octopath and Triangle Strategy, but a lot less than I spent on FE Awakening or Disgaea 5.
 
Beat the game! 67 hours. I did most of the completionist content like upgrading all towns, obtaining all weapons from those tomb-battles, finding all treasures, etc., and now there's a bit of a post game to explore. The multistage final battle and true final boss were EPIC! One of the best RPG final battles in recent memory. TONS of enemies to fight and the minibosses / bosses were genuinely tough battles. The ending is very indulgent, like what you get at the end of Fallout, Earthbound, or Suikoden 2. You get paragraphs for every single character you recruited, plus you can explore the post-game map and talk to a bunch of familiar NPCs. On later playthroughs I'll have to recruit everyone and not execute the annoying ones, at least to see how their story ends.

Toward the end, I found myself skipping most of the rapport conversations. With that said, I liked most of the characters in terms of voice acting, how they perform in battle, and how they look. A handful of characters are genuinely good in the story department too.

Battle system is incredibly fun. I hope Vanillaware makes an expansion to add bigger maps and more units. This game is dying for a map-editor. The longer slugfests were my favorite battles but there aren't very many of em in the campaign. Things like artillery, capturing deploy-points, resting your units, traps, hidden units, and barriers matter a whole lot more over the course of the match when it's a big map. There isn't a single unique mechanic in this game yet there's no battle system quite like it.... similar to Ogre Battle, Phantom Brave, Warcraft 3, Fire Emblem, Soul Nomad & The World Eaters, X-COM, and several other notable games.

With a battle system this good, the game needs more battles to fight. It also needs a longer tail on the player's power growth. Colosseum battles and replayable Sigil battles aren't enough. The final battle was SO GOOD, I hope there's at least one or two more battles like that in the post-game. It would've been really nice to get a Tier 3 promotion for the human units and a Tier 2 promotion for the other nation's units. The fact that you only promote about 1/3rd of the available unit types is lame. Halfway through my playthrough, I had already promoted all the units I wanted to promote and never touched the function again. The end-game weapons aren't that much better than mid-tier stuff, and Fevrite levels the playing field anyway. So it kinda sucked how the first half of the game gave an incredible sense of growth, but by the second half it felt like I was coasting along with only a few meaningful upgrades to my army.

The art and animations are so pretty to look at, and full of creativity. The way that a Landsknetch throws their shield into the air for a Bastard Cross and then catches it is so cool. The way a Werebear gets knocked back onto one foot and then regains his balance is always entertaining to watch. The way a female Elven fencer flashes her butt is hilarious (the devs knew what they were doing). Every unit has a fairly unique set of attack animations and it's so cool to see them all in motion. What turn based RPG has battle animations that compare to Unicorn Overlord?

The unicorn-maiden ceremony is goofy. In some cases, you're just giving your best bro a family heirloom. In other cases, you're professing eternal love and holy matrimony. I recommend saving before the ceremony just to see a few different reactions for yourself. Some of them are lame, but others were fun to see. Some of the responses are more... generic, while others have a much more unique reaction (Berengaria and Virginia are both must-see). Watching a few of the boys' ceremonies is worth it, too, just to see how different they are compared to the girls. I ended up going for the obvious megatitty choice, Scarlett. I'll pick someone else next playthrough but I don't think the game is worth replaying just to see a different waifu cutscene at the end and a slightly different dialogue in the post-game area. The romance and dialogue aspect of this game ended up being kinda shallow if I compare it to games like Fire Emblem or Persona. Dialogue between your units is there and there's a decent amount of it to watch/read, but it's mostly teenage anime character-building and isn't all that interesting.

I wish for some deeper empire-building mechanics and more replayability, but I still clocked almost 70 hours for a full playthrough. That's about what I spent on Octopath and Triangle Strategy, but a lot less than I spent on FE Awakening or Disgaea 5.

TLDR! Still waiting on my copy! 🥺😔
 
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It only took a few extra hours to get the Platinum trophy after beating the game. Thankfully it doesn't make you 100% every character or something typical like that.

When I replay, I'll try Expert difficulty. That 10-item limit seems like it could make certain maps a big challenge.
 
I hate to complain about such an excellent game, but here goes... Vanillaware missed a major opportunity to make this game truly sing by adding a real overworld map with real commerce and dynamic warfare. This is a 3DS-sized handheld RPG: streamlined, innovative, but still very "handheld" in overall scope. It could've gone deeper and stood toe to toe with the contemporary PC-style 4X RPG hybrids if they fleshed out each of the mechanics just a biiiit more. Picking up shinies on the beach and delivering them in a menu ain't it. I want more town upgrades and kingdom managment, maybe a research tree or something. Maybe they could've handled the overworld map like Mount & Blade II Bannerlord, where the player controls one unit within a functioning ecosystem of trade and wars between factions, and you encounter (and sway) these systems as you play on the map. Or, similar to certain other strategy games, they could've added a map-maker and a generic "campaign mode" where the player picks a faction, takes over provinces, and defends their territory in somewhat real time. The meat and bones are already there.

Imagine if those patrolling Red troops did more than just chase you and give a few points of Honor. Or imagine that every so often, Zenoria slowly marches an army toward a liberated Fort or Town and you have to go fight them on the overworld in a semi-randomized battle (like the replayable sigil quests). Maybe if they reach the town, you have x number of days to rescue the town from a seige. It feels like the devs were moving in this direction already with the partrolling enemy soldiers, but then they pulled the punch, as if it might make the game too complex. The lack of meaningful battles on the overworld map makes it feel like you're just steamrolling through this All Powerful Empire with no opposition or pushback.

Don't get me wrong, this overworld is far better than the typical linear "move along the dotted line" sort of maps that most Japanese Strategy RPGs use. I love the free movement, I love finding resources, upgrading towns, and discovering shrines. All of that is fun, and it's one of the prettiest RPG overworld maps ever made, so that's nice too. But functionally, Unicorn Overlord's map is almost as linear and static as any other SRPG map. You can sequence-break the game in a few ways that other SRPGs forbid, so I have to give the game some credit there.

All of the pieces of a much deeper game are here waiting to be used. That isn't to say the game feels shallow or a waste, but as a big fan of strategy RPGs, I think this is an area where Vanillaware could've added just a few more 4x strategy-style mechanics to make the game exponentially more interesting and replayable. I'm not suggesting full-blown Fort/Town managment or a diplomacy system or something like that, just a bit more kingdom managment, a bit more freedom in your path through the game, and a bit more dynamic action on the overworld map would've gone very far.

Perhaps that's something they could add via update or DLC. The Colisseum and the handful of Sigil Trials are pretty lazy compared to providing a dynamic overworld with constant battles and simulated trade routes/economy.

Interesting thoughts… I'm not a big fan of RTS or 4x and UO is definitely at the further edge of my "comfort zone", which was probably Dragon Force or Ogre Battle 64 before this.
I wonder how much they could have pushed in that direction, because I agree the shiny/upgrade overworld system seems more like a comfort/grind JRPG element than really exploiting the overworld they made.
 
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I just did the General In Black mission (Expert) and I gotta say that was that most fun battle I can think of since Final Fantasy Tactics.
Got the victory right before the timer! Probably could have restarted and optimized my units but I made it work with helper units and smart rests.
They weave the bits of story in ways that don't interrupt the flow but feel rewarding and exciting — I can't even remember the last time a cutscene didn't make me roll my eyes and mash buttons. A bit like Vagrant Story maybe, not in tone but like the pace of it? I dunno.

If this was the peak, well worth it. If this is a taste of things to come, this could be an all-time great for tactics fans. This game just smokes modern Fire Emblem in every facet.
 
Okay, gave the game a try up to the fight with Hodrick.
But it's been basically just tons of dialog and the game playing itself so far with me pressing a button here and there..
Is this getting any better later on?
 
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Okay, gave the game a try up to the fight with Hodrick.
But it's been basically just tons of dialog and the game playing itself so far with me pressing a button here and there..
Is this getting any better later on?

Play until you are able to capture towns, that's when the game opens up. The demo is very hand-holdy and spends a lot of time on exposition. If you just beat Hodrick, I think you have only 1 or 2 more tutorial battles until you can begin exploring the map and picking your missions.
 
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OnlyOneHere
Unicorn Overlord User Review
This game is a huge steaming pile of garbage. The greedy developers are charging $60 for a 2D shovelware game. It doesn't even have the AAA quality to justify the $60 price tag. The gameplay is boring and repetitive. When I pay $60, I expect a combat system with depth and detail. All the developers did in this game is put pretty lights during every move, to give players the illusion that the game is fun. None of that is fun for me. The graphics are complete trash. The overworld literally looks like a SNES game and those textures make me want to puke. It's pathetic to have graphics like that in a 2024 PS5 $60 game. The overworld's scale is completely off. The castles and trees are much smaller than the characters, but they are much bigger when you enter the levels; everything is suddenly in the right scale. It is the exact same garbage as 2D Mario overworlds. This was acceptable in the 16-bit generation and prior because of the limited hardware. This is inexcusable in a $60 PS5 game. The devs were too cheap and lazy for an accurate scale. The story is terrible. The physics are beyond horrible. The level design is a joke. ● There is no multiplayer. So once you beat the story, there is literally not a reason to play this game again. Charging $60 for a game with no replay value is a cash grab. And no, battling other players' defense team is not multiplayer when you can't even battle them in real-time. Let's be honest, everything about this game is literally shovelware. I mean just look at the lip-syncing; it's literally just a black circle constantly shrinking and expanding. The quality of this game is no different than Gollum or Rise of Kong. If anything, this is worse. The animations are far worse. At least Kong and Gollum are 3D and under $60. Despite the similarity in shovelware, critics scored this game much higher than Kong and Gollum combined. It just goes to show that critics have a fantasy RPG bias. There was a character whose cape has a wavelike animation as if it's reacting to the wind. It doesn't matter if he's facing left or right, the cape's wind animation is exactly the same. Where's the freaking detail? Lazy developers couldn't even get a basic animation right. It's $40 now but still overpriced. I don't recommend this game at all."
 
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OnlyOneHere
Unicorn Overlord User Review
This game is a huge steaming pile of garbage. The greedy developers are charging $60 for a 2D shovelware game. It doesn't even have the AAA quality to justify the $60 price tag. The gameplay is boring and repetitive. When I pay $60, I expect a combat system with depth and detail. All the developers did in this game is put pretty lights during every move, to give players the illusion that the game is fun. None of that is fun for me. The graphics are complete trash. The overworld literally looks like a SNES game and those textures make me want to puke. It's pathetic to have graphics like that in a 2024 PS5 $60 game. The overworld's scale is completely off. The castles and trees are much smaller than the characters, but they are much bigger when you enter the levels; everything is suddenly in the right scale. It is the exact same garbage as 2D Mario overworlds. This was acceptable in the 16-bit generation and prior because of the limited hardware. This is inexcusable in a $60 PS5 game. The devs were too cheap and lazy for an accurate scale. The story is terrible. The physics are beyond horrible. The level design is a joke. ● There is no multiplayer. So once you beat the story, there is literally not a reason to play this game again. Charging $60 for a game with no replay value is a cash grab. And no, battling other players' defense team is not multiplayer when you can't even battle them in real-time. Let's be honest, everything about this game is literally shovelware. I mean just look at the lip-syncing; it's literally just a black circle constantly shrinking and expanding. The quality of this game is no different than Gollum or Rise of Kong. If anything, this is worse. The animations are far worse. At least Kong and Gollum are 3D and under $60. Despite the similarity in shovelware, critics scored this game much higher than Kong and Gollum combined. It just goes to show that critics have a fantasy RPG bias. There was a character whose cape has a wavelike animation as if it's reacting to the wind. It doesn't matter if he's facing left or right, the cape's wind animation is exactly the same. Where's the freaking detail? Lazy developers couldn't even get a basic animation right. It's $40 now but still overpriced. I don't recommend this game at all."

'Also, I feel scammed by McDonalds displaying their burgers as much larger than they really are on the sales poster.'
 
Unicorn Overlord V1.04 Patch Notes
New patch 1.04 dropped just a few days ago. They've added the ability to replay more stages, so if you've had to grind those shrine battles over and over, this should add some variety.

 
Fan claims the main game took him 240 hours to complete, Unicorn Overlord becomes one of his all time favorite video games. I haven't played yet, but this guy claims most of his time came from preparation for battles. Main story is a solid 45-60 hrs


240 hours to complete? Nah, 100 hours at best. Main story is most of the game to begin with, it took 45-55 hours for me.