I approached Goblin Slayer -Another Adventurer- Nightmare Feast not so much as someone deeply immersed in the light novel or its various adaptations, but more as an enthusiast of tactical RPGs. In that sense, the game holds its own, though I can’t shake the feeling that my appreciation might have been deeper if I had been a fan of the original series.
No need to worry if you’re not familiar with Goblin Slayer, though. I dove right in without any prior knowledge and managed just fine; however, I found it hard to forge any real connections with the characters, despite the developers clearly intending otherwise.
When you start playing Goblin Slayer -Another Adventurer- Nightmare Feast, prepare for a lot of reading. The game kicks off with a hefty chunk of text, focusing on the tale of a young woman stepping into the shoes of her late father, the master of the local adventurer’s guild. If you’ve played role-playing games before, you can guess what happens next: recruit guild members, embark on missions, and gradually get caught up in an overarching story that becomes your journey.
Now, developers have countless ways to keep games engaging, even if they’re leading us through well-trodden paths. In tactical RPGs, standout characters and compelling gameplay are key. Here, both are decent enough. The script, penned by series creator Kumo Kagyu, effectively sprinkles in new characters right when you need them, each bringing their own skill sets to the table. Meeting these guild members and exploring their abilities adds a layer of enjoyment. Fans of the series will appreciate the mix of familiar faces and fresh ones.
There is, however, a bit of a downside. While the game’s broad cast of characters is a strength, many of them occupy a lot of screen time with their stories. As a result, there tends to be significant downtime between levels, where you might find yourself reading nearly as much as playing. The Japanese voice-overs are well-done, but I often felt the urge to skip past the chatter and dive into the action—especially in the early stages of the game before things pick up.
Speaking of action, that’s where the game really finds its stride. The battles unfold on a classic isometric grid, a familiar setup for RPG enthusiasts, allowing easy entry into combat scenarios.
One unique feature is how the game lets you adjust how your controller’s square-shaped D-pad maps to the X-shaped movement of characters. I haven’t seen that before, and although I didn’t switch from the default, it’s nice to have the option.
During battles, strategy involves either moving to a grid spot and performing an action or vice versa. Terrain effects can offer advantages, and it’s crucial not to overextend your characters, making them easy targets. You can toggle enemy ranges on the grid, but frustratingly, this only shows basic attack ranges and not those of special skills. This means you need to frequently check each enemy’s abilities when deciding on your moves, which can slow down the pace.
Defeating enemies involves a careful blend of choosing between attacks, using magic, employing items wisely, buffing allies, and eliminating debuffs. You can also lure enemies into traps set at the battle’s start. Traps require precision and timing to execute well, but pulling them off is quite satisfying. If you’re the type who restarts a level because your perfect plan backfired, then we’re kindred spirits over on Bluesky.
As you progress, more missions become available, offering items and rewards that strengthen your guild and your abilities. The game provides an array of unit types to explore, though I often found myself sticking with my favorite characters for personal reasons, despite their skill mismatches. Sure, it might not be the best strategy, but hey, I’m a gamer with no love for anthropomorphic characters, and the balanced difficulty allows for that flexibility… as long as you tackle the optional missions.
That said, certain gameplay choices present some hiccups. For instance, combat zones are so expansive that it can take several turns just to confront an enemy.
This is particularly cumbersome when maneuvering up to ten characters across the battlefield. Moreover, enemies often seem disproportionately stronger than your crew, demanding that your strategy revolves around preparation and isolating foes. One false move, and losing party members becomes alarmingly easy, especially early on when resources are scarce.
Nevertheless, Goblin Slayer -Another Adventurer- Nightmare Feast has enough charm to hold tactical RPG fans’ attention. The visuals are engaging, especially with character designs brought to life by original series artist Noboru Kannatsuki.
The music complements the game’s atmosphere effectively. While the narrative may drag on at times, it’s neither off-putting nor juvenile, a trap some games of this genre fall into. It even ventures into risqué territory occasionally, which aligns with its source material. While it didn’t convert me into a fan of the series, the game certainly entertained me until the next tactical RPG standard-bearer makes its way onto my screen.