Review By: Jesse Mason
The first few days I played Kartia, I was having a lot of fun. I was
having a ball of a time with the "doll, shadow, and common" units (more on
this later). The story seemed a little interesting. Then I realized I was
being far too easy on the game. Frankl,y Kartia is a washed up Final Fantasy
Tactics or Tactics Ogre, and the first real clone of "Tactics" subgenre.
Kartia plays almost exactly like a converge of the party battles of Final
Fantasy Tactics and the huge army battles of Tactics Ogre. It achieves a
nice medium. The gimmick lies in your non human units. The "phantoms" are
split into three classes: doll, shadow, and common. In a rock, paper, scissors
sort of way, each one is strong against one of the classes and weak against
the other. Doll is strong against Shadow, which is strong against Common,
which is strong against Doll. Doll is weak against Common, which is weak
against Shadow, which is weak against Doll. It's a neat idea, and lends itself
proudly to the gameplay.
But frankly, the gameplay pales when compared to the much superior Tactics
Ogre and Final Fantasy Tactics. It just takes those complicated havens and
simplifies the hell out of them. Rather than strategic planning and getting
your plan pulled off right, most of the challenge lies in you versus more
superior units. And with tactical strategy, you could win all of the battles
with just the human characters because they are so powerful (I will now be
blasted by people calling me contradictory, which if you look at the statements
closer is not contradictory at all).
The story is a really Final Fantasy Tactics inspired (it even has religious
elements, sloppily put in). It revolves around two lone warriors who eventually
meet up (you get to play both paths that interlock) and Kartia, cards that
do certain things (Ogre Battle feeling to it). It's a mess of uninteresting
characters and mushy story telling. Very disapointing.
The age of clones has begun in the Tactics sub genre. Be ready cautious