Langrisser
I & II by developer Chara-ani
Corporation and publisher NIS
America—Sony
PlayStation 4 review written by Nick
with a copy provided by the publisher.
Estimated reading time: 8 minutes
I can safely say that Langrisser I & II has been one of my most
anticipated titles so far in 2020. The question – and the risk when
you are really looking forward to a game – is whether or not it can
live up to those expectations. Thankfully, by and large it has. That
being said, I love a good SRPG, and at its core Langrisser I & II
still provides a challenging tactics experience.
Now, I’ve talked about Warsong plenty in the past
(https://chalgyr.com/2020/01/retro-genesis-warsong.html),
which is what Langrisser I was called on the Genesis when it released
in North America. I know that since then, there have been some ports
of this and the sequel (which I had never gotten the chance to play),
but this genre was one of my favorites of that time period (Fire
Emblem, Shining Force, Dark Wizard and Master of Monsters to name a
few titles I spent entirely too many hours of my life playing,
replaying and then playing again). Warsong was arguably my favorite
out of all of them. I played it a couple of times here and there over
the years, and have generally found that while the presentation did
not age fantastically, the overall mechanics and strategy elements
were still quite solid.
Fast forward to 2020, and we get a new release on a pair of really
old games, and while I had some ideas of what to expect, I still
excited to get my hands on the title and find out firsthand. For
starters, these games are not built with newcomers in mind. If you
sort of/kind of/maybe think you would be interested in dipping your
toes into the SRPG genre, I suggest starting somewhere else. This is
one of those titles that has a lot of management aspects, and an AI
with no mercy. However, if you like to min/max your stats and squeeze
every bit of advantage out of the encounters that you can,
congratulations because these Langrisser titles are going to be just
what the doctor ordered for you.

The first and most notable aspect of this newly packaged release is
in the visuals. There is an option to switch between the modern and
classic graphics (but even the classic visuals are updated from what
I had first played on the Genesis). While it is a neat feature, and
your preferences may vary (I find that the original art style is more
angular with bolder colors, while the newer one just has a softer all
around feel to it), your first time through it is probably best to
play with the newer style since it includes new art for cutscenes
that you would otherwise be missing. Either way, both options are an
uptick over what I recall from the Genesis game, though neither
really feels like a AAA reimagining. It’s solid enough, but
relatively unspectacular.
I will say however, that the audio has seen a notable improvement.
First, the sound effects are far less repetitive than the original
game, and of course music has come a long ways since the 16-bit era
as well. It would have been nice to have some English voice acting,
but I was not expecting it either. The two presentation items
certainly dress up a rather basic pair of narratives. In the first
game, Prince Ledin is forced out of his kingdom and loses his father
to an enemy invasion and has to cobble together an army so he can try
and stop the evil army. The sequel focuses on Elwin, who does have a
slightly more complex story. Both of these games have some branching
narratives. Granted, the stories don't swing too wildly during the
game itself, but some of the outcomes can impact units and ending
scenes. I have always loved games with some choice and impact (I
won’t even tell you how many times I’ve played branching path
Bioware games over the years). So I definitely found value in the
branching narrative here, even if the story is really not anything we
haven’t seen before. Keep in mind, these games are from the 90’s.
All of this is well and good, but for me it really comes down to the
tactics gameplay, and the primary thing that I noticed is that while
the two games are dressed up differently, they play pretty much the
exact same way. Still, the systems at play were pretty fantastic at
the time, and I am happy to see that they still hold up today.
Commanders are the key, as they are more powerful than the ‘regular’
units you can hire to surround them with. That being said, these
units can dogpile on an opponent and win the day for you if used
properly. They also tend to try and stick close to their respective
commander unit due to the boosts that they get. Your hired mercenary
units can come into play here, as you use them as sacrificial pawns
to soak up the enemy commander's magic points on the offensive spells
they cast. This is an old school, grid-based turn-based tactics game
that really makes you consider your options carefully. Different
types of classes fair better against others in the sort of
rock/paper/scissors format that so many other SRPG titles have done
so well in the past. Terrain is also incredibly important, as having
the right class in the right terrain can be the tiebreaker between
two similarly skilled units.

Preparation is a big part of it, and a large aspect of the RPG
elements found in Langrisser I & II. Units earn experience (and
you sometimes have to balance taking out the enemy commander to get
the quick, assured victory or farming his units to grind out some
extra experience) and can lead to improved classes. These classes or
tiers offer different strengths and weaknesses, so balance to your
overall team is key, and some of the characters have access to unique
classes that you’ll want to be mindful of as well. In addition to
experience, you earn money that you can use to buy more troops at the
start of a round. There are also some stat-boosting gear to be found
and assigned to characters. If this seems like a lot to manage –
well, it is. There is an easy option that gives you a somewhat faster
start in terms of supplies and tries to get you off of the right
foot. That might not sound like much, especially in a game that is
constantly and unapologetically trying to kill you, but having a good
foundation to build off of is key to long term success. This is why I
almost always try to grind out and kill the lesser units, because in
the end, having that extra experience tucked into your units is going
to be very important. That being said, the game is not as hard as it
was back in its Genesis days when a killed unit remained gone for the
duration of the game. It can have an impact on the story lines (which
is how the different branches occur), however.
One other important aspect of the game that deserves a mention is
that far more often than not, map / level design is really good.
There is almost always an ‘intended’ set of moves / routes
available that make the most sense, but for those willing to explore
a bit and look for less obvious advantages, there is ample
opportunity to create a nifty advantage for yourself during battle.
There are some maps where having the mercenary units are a must - and
others where I didn't use them because they would just cluster up the
narrow passages in some of the castle stages. There are also plenty
of surprises in these maps. The objectives generally stay pretty much
the same - X character can't be killed, Y character must be defeated,
Z location must be reached, etc. Fairly standard, but there is some
variety. However, quite often the maps will update midway through,
whether enemy reinforcements arrive from behind your units or you
need to escort a character to a destination, making the scenario more
challenging, or a monster arrives on the map from out of nowhere and
will attack you and the opposing army indiscriminately. All of these
things really give the stages some texture that kept me on my toes.

Langrisser I & II is not going to be for everyone, in part due to
it being a niche genre that is a polishing up of an already old,
challenging game. If you are looking at getting a friend into the
SRPG genre, there are less frustrating options to be had with more
modern quality of life features. All of that being said, there is
something very comfortable and enjoyable for me personally in playing
this classic tactics game, and I was quite satisfied revisiting it.
Score: 8.25 / 10