- Release Year: 2020
- Platforms: Nintendo Switch, PlayStation 4, Windows
- Publisher: Happinet Corporation
- Developer: Happinet Corporation, Matrix Software
- Genre: Role-playing (RPG), Strategy, Tactics
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Campaign management, characters control, Hexagonal map, Multiple units, Tactical Combat, Turn-based strategy, Unit evolution
- Setting: Fantasy
- Average Score: 83/100

Description
Brigandine: The Legend of Runersia is a fantasy tactical RPG set in the war-torn continent of Runersia, where players command knights and dragons in strategic battles to conquer territories. The game blends deep tactical combat with RPG elements, featuring a hexagonal battle system and a rich narrative driven by political intrigue and warfare.
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Brigandine: The Legend of Runersia Reviews & Reception
metacritic.com (90/100): developer Matrix Software has done something special with Brigandine: The Legend of Runersia, and this effort deserves to have a legacy all of its own.
opencritic.com (75/100): Brigandine: The Legend of Runersia allows you to see your influence and dominance grow across its vast world, but isn’t varied enough to keep you invested.
steambase.io (86/100): Brigandine The Legend of Runersia has earned a Player Score of 86 / 100.
Brigandine: The Legend of Runersia: Review
Introduction
In the pantheon of forgotten 90s RPGs, Brigandine: The Legend of Forsena (1998) occupies a peculiar niche—a cult classic whose depth and ambition were overshadowed by its rarity and niche appeal. Decades later, developer Matrix Software and publisher Happinet resurrected this dormant franchise with Brigandine: The Legend of Runersia, a spiritual successor that not only honors the original’s tactical grandeur but also elevates it for modern audiences. This review posits that Runersia is a masterclass in strategic role-playing design, a sprawling wargame disguised as a tactical RPG that demands both patience and intellectual investment. While its steep learning curve and narrative pacing may alienate some, its intricate systems, rich world-building, and unflinching commitment to tactical depth cement it as a landmark title in the genre—a rare game that feels both ancient and revolutionary.
Development History & Context
Runersia emerged from a confluence of passion and opportunity. Producer Kazuhiro Igarashi, who joined Happinet’s subsidiary E3 Staff in 1998—the same year the original Brigandine released—spent two decades dreaming of reviving the series. When Happinet reopened its game division in 2013, Igarashi seized the chance. Crucially, the team at Matrix Software was the only developer that arrived at early meetings with strategy guides for the 1998 title, demonstrating a deep, fan-driven understanding of the original’s mechanics. This reverence informed the game’s core design philosophy: to innovate within the series’ DNA while resisting contemporary trends.
Technologically, Runersia leveraged the Unity engine to render hundreds of 3D models on the battlefield, a feat achieved through close collaboration with Nintendo Japan to optimize performance for the Switch’s hardware. The developers deliberately avoided multiplayer—citing the impracticality of multi-hour campaigns in online sessions—and focused instead on refining single-player depth. The result is a game that feels meticulously crafted, a 2.5-year labor of love by veterans like writer Kenji Terada (Final Fantasy I-III), character designer Raita Kazama (Disgaea, Xenoblade Chronicles), and composer Tenpei Sato (Brigandine: Grand Edition). Released in 2020 amidst the COVID-19 pandemic, Runersia arrived during a renaissance for tactical RPGs, riding the coattails of Fire Emblem: Three Houses while carving its own niche as a “nation-simulation” hybrid.
Narrative & Thematic Deep Dive
Runersia rejects linear storytelling in favor of a tapestry of perspectives. Set on the war-torn continent of Runersia in 781, the game charts a six-sided conflict instigated by cascading tragedies: the assassination of Norzaleo’s king, the collapse of the Republic of Guimoule’s presidency, and the rise of five nations wielding mystical “Brigandines” (armors channeling the power of the Rune God). Each faction is ideologically distinct, blurring morality into shades of grey:
– Norzaleo Kingdom (Brigandine of Justice): Led by Prince Rubino IV, this island monarchy embodies rigid idealism, crusading against Gustava with unwavering moral certainty.
– Republic of Guimoule (Brigandine of Glory): Governed by Eliza Uzala, it champions the Mohana sect but harbors Fantastic Racism against the Barret clan, framing its conquests as divinely ordained.
– Shinobi Tribe (Brigandine of Freedom): A matriarchal isolationist force led by Talia, they seek liberation from centuries of oppression but become aggressors to secure autonomy.
– Mana Saleesia Theocracy (Brigandine of Sanctity): Ruled by the usurper Rudo Marco, this Zai-sect nation justifies war as a “purge” of heretics, despite its knights’ internal dissent.
– United Islands of Mirelva (Brigandine of Ego): A pirate alliance led by Stella Hamett, they exploit chaos for plunder yet show glimmers of camaraderie.
– Holy Gustava Empire: Brigandine-less exiles from Norzaleo, they battle prejudice while proving their strength through conquest.
Terada’s script weaves these narratives into a sprawling tragedy. Dialogue, though occasionally dry, excels in illustrating ideological clashes—e.g., Rubino’s zealous pronouncements of “justice” clashing with Gustava’s claims of retaliation. Thematic depth lies in its exploration of war’s cyclical nature: nations fight for freedom, glory, or survival only to perpetuate the conflict they seek to end. The narrative rewards replays, with each campaign revealing how small events (e.g., a knight’s death) ripple across Runersia—a stark contrast to modern RPGs’ cinematic storytelling.
Gameplay Mechanics & Systems
Runersia’s brilliance lies in its dual-layered gameplay loop, blending grand strategy with tactical combat.
Grand Strategy: Organization & Attack Phases
Each “season” unfolds in two phases:
– Organization Phase: Players manage troop movements, castle sieges, and automated quests for idle Rune Knights. This is a game of chess, where positioning, resource allocation, and diplomacy (absent but implied through alliances) dictate the war’s tempo. Difficulty settings add pressure: Hard mode limits play to 60 seasons, forcing brutal efficiency.
– Attack Phase: Turn-based battles resolve territorial disputes. Troops consist of a Rune Knight and their summoned monsters, each with HP, mana pools, and unique abilities. Victory requires either annihilating enemies or forcing retreats through overwhelming force.
Tactical Combat: Depth with Flaws
Battles are hexagonal, grid-based affairs where terrain, elemental affinities (Red > Green > Blue), and unit positioning decide outcomes. Over 100 Rune Knights—each with distinct classes (e.g., Barbarians, Bishops, Shinobi Leaders)—offer staggering customization. Monsters, evolving from Ghouls to Liches or Archangels, form the core army, with rare captures (e.g., charming an enemy Bahamut) enabling “Disc-One Nuke” strategies.
Yet combat has flaws. Pacing suffers from repetitive animations and AI that favors suicide tactics (e.g., squishy mages charging melee units). The lack of a multiplayer mode limits replayability, and the UI, while functional, obscures critical data like monster resistances. These issues, however, are outweighed by the system’s brilliance. The “Keystone Army” mechanic—where defeating a ruler routs their entire squad—adds high-stakes tension. Class synergy, such as pairing a tanky Knight with a debuffing Sorceress, rewards experimentation.
Progression & Longevity
Character progression is deeply satisfying. Rune Knights level via battles and quests, unlocking new skills and classes. Monsters evolve through experience or items, turning lowly Goblins into devastating Wyverns. The game’s two modes—story-driven Main Mode and sandbox Challenge Mode—offer hundreds of hours of content. Challenge Mode, in particular, lets players craft dream teams, while “Creative Mode” (PC) removes time limits for post-game experimentation.
World-Building, Art & Sound
Runersia is a fantasy world steeped in cultural and theological detail. Each nation reflects its ideology: Norzaleo’s maritime architecture, Mana Saleesia’s Mana-rich landscapes, and Shinobi’s forest-draped strongholds. The continent’s history—rooted in the schism between the Mohana and Zai sects—feels lived-in, with factions’ animosities stemming from ancient betrayals.
Art direction by Raita Kazama elevates the experience. His character designs—over 100 unique knights—blend anime flair with factional distinction: Guimoule’s knights wear regal blues, while Gustava’s exiles don rugged greys. Monsters like the serpentine Hydra or majestic Bahamut are rendered with vibrant detail, though the 3D battle models lack the polish of the 2D portraits.
Sound design, helmed by Tenpei Sato, is a triumph. The 38-track score—ranging from Guimoule’s brass-laden marches to Mana Saleesia’s ethereal choirs—uses leitmotifs to underscore each nation’s identity. Voice acting, recorded over six weeks, breathes life into characters, though performances can feel stilted during expository scenes. Ambient sounds—sword clashes, spell hums, and monster roars—immerse players in the chaos of war.
Reception & Legacy
Runersia debuted to critical acclaim, particularly on Nintendo Switch, where it holds a “generally favorable” 76/100 on Metacritic. Praise centered on its “overwhelming but rewarding” gameplay (Siliconera), “stunning artwork” (Noisy Pixel), and “excellent character writing” (Digitally Downloaded). Famitsu lauded its depth with a 33/40, while RPG Site likened its strategic layer to a board game. Yet criticism was vocal: battles were deemed “exhausting” (RPG Site), the AI easily exploited, and the story’s pacing uneven (Nintendo Life). Commercially, it sold 15,242 units in its first week in Japan, peaking at #6.
Legacy-wise, Runersia revitalized a dormant franchise and influenced indie tactics games like Black Myth: Wukong. Its emphasis on systemic depth over narrative spectacle carved a niche for “hardcore” strategy RPGs. As Digitally Downloaded noted, “It deserves to have a legacy all of its own.” While not a mainstream hit, it remains a touchstone for players seeking a cerebral alternative to fire-and-forget RPGs.
Conclusion
Brigandine: The Legend of Runersia is a paradox: a deliberately archaic game that feels startlingly contemporary. Its flaws—slow pacing, UI quirks, and narrative density—are inseparable from its strengths: unparalleled strategic depth, emergent storytelling, and a world that rewards obsession. It may not be for everyone, but for those who invest in its systems, it offers one of gaming’s most fulfilling experiences. As a spiritual successor to the 1998 cult classic, Runersia doesn’t just honor its legacy—it redefines it. In an era of streamlined experiences, this ambitious, unapologetically complex wargame stands as a testament to the enduring power of design that trusts its players. Verdict: A masterclass in tactical design, flawed but unforgettable.