I’ve been a fan of JRPGs since the early days and Battle Chasers: Nightwar looks to bring the experience to a new generation. It looks like it has all the charm and addictive gameplay as its forebears with unique features that set it out from the rest of the pack. For starters, while combat is turn based just like pretty much every game in the genre there’s a lot more strategy to it than just swinging your sword and casting spells. More on that in a bit.
The basic story revolving around Battle Chasers: Nightwar is that there’s this pillar of impenetrable fog that surrounds the land and nothing can enter or leave it without consequence. Anyone brave or foolish enough to try to breach the wall ends up disappearing, presumably forever. One such adventurer goes missing and his daughter, Gully, sets forth to try to find and rescue him from whatever peril he found himself in. And she’s bringing friends and allies along for the ride.
The combat is the main unique feature in Battle Chasers: Nightwar. You have two mana bars, red and blue, and they work together to make sure that you’re always doing something. Everything, even “auto attacking”, either generates red mana or consumes mana of either type. Where you land on the initiative bar also helps or hinders you as some slots have special abilities that affect play.
In all, I really do like the idea behind Battle Chasers: Nightwar. It’s certainly an RPG that I want to keep an eye on whether or not I decide to back it. Because the world and plot sounds like an incredible diversion. And, apparently the game is based off of a series of comics done by the main person in charge of development. And the founders of Airship Syndicate used to work on AAA tiles like the Darksiders series. Which is probably one of the main reasons why the campaign is doing so well just in the first day.
Track the progress of the Battle Chasers: Nightwar Kickstarter in our Campaign Calendar.