
To picture Revenant Wings, imagine a game that’s a cross between the characters and action-based fighting system of Final Fantasy XII, and a sort of Final Fantasy Real Time Strategy game. That is, Revenant Wings isn’t a typical Tactical RPG like Final Fantasy Tactics, FFTA, Disgaea or so forth, it focuses more on a RTS style battle system of “capture resource, make units. Select group, point, click.” What this means is you’ll be less concerned with each individual unit, and more concerned with the group and resources of the map.
This isn’t Starcraft either though, in that the only “resources” you have to manage are basically the summon points and perhaps a soul crystal. Take your enemies’ summon points, and the tide of the battle slowly turns in your favor. Each group of subunits (healers, ranged fighters, melee fighters, flying creatures) are lead by a main party character, and these characters have some of the strongest battle abilities. Perhaps imagine something vaguely like the hero system of Warcraft III.
Revenant Wings is at times a little light on the strategy and heavy on the point-and-click mobbing with a swarm of units, but in the later levels of the game a fairly careful battle must be played or strong foes will easily overwhelm your units and wipe out the party. The frustration of failure is equaled by the joy of success though, and the game’s lengthy 18+ hour campaign clips along with minimal drag and only a little level grinding. If you like RTS games and the idea of one that continues the story of FFXII and stars familiar characters appeals to you, then check out Revenant Wings.













