Liege is an upcoming party-based, tactical role-playing game for PC, Mac, iOS and Android. The game aims to take the classic JRPG formula, and layer in a mature story, elegant, tactical gameplay and unique, hand-drawn visuals.
One late autumn eve in the Kingdom of Liege, a King, his queen, and their royal heirs fall into a deep slumber from which they never wake.
…and so our story begins. Following their mysterious deaths, a power struggle in the royal court ensues, and as the conflict quickly escalates, the Kingdom plunges into a bloody civil war. As war erupts across the land, we track the converging paths of characters aligned across various factions, from the noble houses vying for the throne, to the orphaned Royal Army, to an underground movement of outlaws with plans to incite revolution amidst the chaos.
Liege is a story that is written for an adult audience. It’s a drama about conflicted, intertwined, and human characters, forced to wage war for their lives and their homeland.
tl;dr: War epic for grown folk. Think more GoT, less FFXIII- in RPG form!
Battles in Liege are tactical and turn-based, and they emerge seamlessly as you wander through the realm. There are no jarring transitions that pull you out of the story and into some random battle arena floating in oblivion. Your heroes simply draw their weapons where they’re standing, and the fight begins.
The gameplay focuses on strategic placement of units and movement, and is inspired by games like FF Tactics, Fire Emblem, and chess. Like chess, combat inLiege is designed to be easy to learn, difficult to master. Instead of a tutorial, the mechanics are taught to you through a sequence of actual battles at the start of the game (which will not feature a “voice from God” cutting in with on-screen instructions). You may lose a few battles early on, and you’ll need to apply your wits to start getting the hang of things.
At the core of the gameplay is a system of unit classes and banners. Each class has special perks and characteristics, which are designed to interact in interesting ways; for example, you can arrange your pikemen into a phalanx with strong directional defense to defend rear archers, but certain Knight classes are well suited to break this formation. Banners add further depth by granting stat bonuses to favored classes.
The game emphasizes spatial elements over leveling and equipment, so you won’t be able to grind until your party is effectively invincible. Your units will always be vulnerable; in fact, a single direct strike to an undefended unit will often prove fatal. Unused actions during your turn will determine your unit’s defensive ability during enemy turns. As a result, you will always need to balance evasion and defense, with well-timed, coordinated offense to survive.
Combat in Liege is meant to deliver elegant, accessible, and deterministic mechanics that reward skill over blind chance. It aims to avoid the arbitrary complexity common to games in the genre, while retaining the depth and challenge that draws us to it in the first place.
tl;dr: Pop chess, played in a seamless narrative context!
One of the earliest goals with Liege was to create a game with an instantly recognizable, signature visual identity. Although the game was inspired by RPG classics from a bygone era, the game doesn’t settle with a retro style that attempts to imitate their look and feel. Instead, it leverages the latest available technology to create something that feels like a natural extension of the style pioneered during that period.
In addition to the visuals, the audio is a key part of the game’s art direction. Again, instead of attempting to emulate 16-bit classics, Liege will take full advantage of modern hardware to deliver an epic, orchestral soundtrack with a lush, organic sound.
Latest tweets from @codagames
Feb 26 2015, 10:17am
@Babycastles i would!
Feb 25 2015, 8:16am
@Bilouze_ Yep, thanks!
Feb 24 2015, 3:43pm
Also, a little trailer for the show! T.co
Feb 23 2015, 1:31pm
Excited to announce we'll be at the @IndieMEGABOOTH at PAX East! Come say hi!
Feb 23 2015, 1:30pm
Feb 23 2015, 1:20pm
@Draknek Good call, not sure I even said it once. Whoops.
Feb 21 2015, 12:06pm
Feb 21 2015, 12:05pm