On the opposite end of the spectrum, amassing minions to join you in battle promises to be highly entertaining. The same magical crystals collected used to cast magic can be forked over as compensation for the devotion of wandering mercenaries. It's possible to hire up to 15, sending them into battle to bolster your chances at victory. Full control over your hired help means more than just issuing simple movement and attack commands; the ability to select individual characters and create numbered groups allows for tactics. Splitting your forces into different groups, for example, opens up possibilities for an ambush or perhaps flanking an enemy encampment. The tactical infusion should add dimension to what could otherwise end up a bland combat system.
Usable structures also give the game a real-time strategy tinge. Certain buildings can be captured and repaired, making them available for use. For instance, a blacksmith house yields new weapons and armor that benefit your characters in an obvious way. Gaining structures like this will make all the difference when ramping up for a major battle; as such, it’s an unlikely strategic element in this decidedly straightforward role-playing game.
Even the presentation smacks of classic PC role-playing, hardly meeting expectations for contemporary games. Stranger will likely fall behind the curve graphically despite an effort to cultivate lush three-dimensional visuals. There's simply not enough clarity and detail in the graphics to compete with the latest entries in the genre and the interface clutters nearly the entire screen. Incidentally, this could very well end up being a central theme—a game that appears unnecessarily complicated. While the contributions it intends to make with its complex magic system and real-time tactical elements are noted, they also run the risk of miring the game in tedium. We'll know conclusively when Stranger ships in early March.