Gungnir’s Gimmicky Maps Add Another Layer Of Strategy

By Spencer . May 6, 2011 . 9:02am

gungnir-20Sting touts Gungnir as a traditional strategy RPG, but gameplay details keep revealing twists to the formula. First, there was the tactical gauge, a meter that allows players to change the turn order and lineup party members for combo attacks.


The development blog covered another feature, map gimmicks. In a previous post the Gungnir team said a suspension bridge from the playable demo could break. Someone who thoroughly played through the demo couldn’t trigger the event and wondered if the bridge in the demo was fixed not to fall.


Shinichi Ito, producer, fielded the question and said initially the suspension bridge would fall and damage units below in the development version. Ito personally likes this feature a lot because it adds chaos to the battlefield. While the demo version does not have the falling bridge feature, Ito confirmed Gungnir will have map gimmicks. Some of the ideas he has are utilizing the flow of a river and making the map itself a weapon.


Gungnir takes a stab on PSP on May 19.

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  • Ladius

    I LOVE features like those in my tactical jrpgs, dynamic maps add a new layer of depth! We can only hope Atlus USA returns to its older self and start localizing again the lovely StingCareer Soft games :(

  • From the demo, I enjoyed the falling damage from jumping off a higher point on a hillside. Also the sloped parts where characters slide down and end up on a flat surface. Awesome gameplay mechanics.

  • Interesting concept. I like this approach. Thinking outside the box is never a bad idea.

  • Joanna

    I like the way Ito thinks. :D

    I’m still kicking myself for discovering Sting so late. I remember seeing Yggdra Union on GBA but not picking it up at the time. Still angry at myself for that.

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