---
product_id: 1282109
title: "Radiant Historia"
brand: "atlus"
price: "€ 106.55"
currency: EUR
in_stock: true
reviews_count: 8
category: "Atlus"
url: https://www.desertcart.at/products/1282109-radiant-historia
store_origin: AT
region: Austria
---

# Time-travel mechanics 3x3 tactical battle grid Turn-based combat with combo attacks Radiant Historia

**Brand:** atlus
**Price:** € 106.55
**Availability:** ✅ In Stock

## Summary

> ⏳ Rewrite history, command the battlefield, and never play the same game twice!

## Quick Answers

- **What is this?** Radiant Historia by atlus
- **How much does it cost?** € 106.55 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.at](https://www.desertcart.at/products/1282109-radiant-historia)

## Best For

- atlus enthusiasts

## Why This Product

- Trusted atlus brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Strategic 3x3 Grid Combat:** Manipulate enemy and ally positions to unleash devastating combo attacks and control the battlefield.
- • **Deep Character Development:** Engage with a rich cast of warriors, each with unique skills and evolving story arcs.
- • **Master the Crossroads of Time:** Seamlessly jump between timelines to rewrite history and unlock multiple endings.
- • **Choices That Reshape Your World:** Every decision creates ripple effects across parallel universes—no two playthroughs are the same.
- • **Classic RPG Vibes with Modern Depth:** Experience hand-drawn art, a memorable soundtrack, and a fresh take on beloved 16-bit RPG mechanics.

## Overview

Radiant Historia is a critically acclaimed single-player turn-based RPG for Nintendo DS that blends classic 16-bit style with innovative time-travel gameplay. Featuring a unique 3x3 tactical grid combat system, players manipulate enemy and ally positions to execute powerful combos. The White Chronicle lets you jump between timelines, making choices that drastically alter story outcomes and unlock multiple endings. With hand-drawn visuals, a compelling steampunk narrative, and deep character progression, this game offers over 40 hours of strategic adventure and replayability.

## Description

Radiant Historia is a single player turn-based RPG for play on Nintendo DS and DSi. Channeling the heart and soul of fan favorite 16-bit RPG classics, Radiant Historia combines a unique position-based three-party battle system, unique time travel abilities, intricate hand-drawn details and one of the best soundtracks in recent memory as it takes gamers on a steampunk adventure back and forth through time. The kingdoms of Alistel and Granorg are at war. As a result, terrible things have happened and will continue to happen - things that may even threaten the fabric of the overarching world of world of Vainguer. This war must be won, ended, or both and Stocke is the one chosen to make it so. Stocke is an agent in the Special Intelligence division in the kingdom of Alistel. Beyond his skill with a blade, he is entrusted with a miraculous tool, the White Chronicle. This amazing book allows him to see beyond the present into other times. Combined with the help of two unforeseen allies, the White Chronicles eventually allows Stocke to actually travel through time to change things that should never have been and channel history into the path that it was meant to unfold. Radiant Historia is a single player, turn-based RPG with action that revolves around a 3-party battle system and time travel abilities. Battles occur whenever enemies are encountered and play out over a three square grid system. The closer an enemy is to a player controlled character(s) the more damage that is possible in an attack(s). Beyond simply overwhelming enemies one by one, players can also manipulate individual enemy positions so that multiple enemies occupy the same space and can thus be attacked at the same time by party members. Successful combo attacks of this nature can net your party bonus gold and experience points. With a sufficient power build up each party member can also unleash special Mana Burst attacks which offer unique benefits in battle. Objectives that can not be achieved through battle may be available through the game's time travel functionality and the accessibility of parallel universes. By going back and forth in time and visiting other universes players can change events and historical choices that may alter conditions in the present and or future. The result of this can be multiple possible parallel game endings and maximum replay value. Channeling the heart and soul of fan favorite 16‐bit RPG classics, Radiant Historia combines a unique position‐based battle system, intricate hand‐drawn details, and one of the best soundtracks in recent memory as it takes gamers on a steampunk adventure back and forth through time.

Review: Taking RPGs to the next level on handhelds - Radiant Historia is by far one of the best JRPGs I have played on Nintendo DS. Before I get into the gory details, because it may not be for everyone, I want to mention that this review will contain no major character or plot spoilers, but I will spoil game mechanics. Why are you reading the reviews in the first place if you can't stand any spoilers? ;) Radiant Historia is set in a steam punk-esque world between warring nations. You are the protagonist, Stocke, a "secret agent" of sorts for one of the nations. The game focuses around the political and social intrigue between these two nations and several others. As you investigate some major and minor problems you do standard JRPG stuff like fighting foes, levelling up, gaining and buying equipment and making decisions of whom to include in your fighting party of three. Gameplay This will be a long section because RH does a lot of things differently from typical JRPGs and this is what really makes this game unique. Radiant Historia is roughly like a cross between a time travel JRPG like Chrono Trigger, a Choose Your Own Adventure book and a tactical RPG like Final Fantasy Tactics or Tactics Ogre. Very early on, Stocke gets the ability to travel between two timelines: a "Standard" history and an "Alternate" history. What happens in one timeline effects the other. Its best to suspend your disbelief about this sort of thing if you're going to enjoy the game. Although the game does a pretty good job of smoothing over logical inconsistencies in this method, you can always be successful with "go do something you missed" in the other timeline when you got stuck. The game forces you to jump timelines to obtain items needed to solve problems or change someone's attitude or life. You can't jump to any precise point. You are limited to "nodes" that are major events for the main character. All of the available nodes are nicely laid out in a timeline map for you that also contains pertinent information about your status on different quests. At critical junctures in the story, the main character must choose between two alternatives to progress the story. There is no penalty for a "wrong" choice as the game immediately gives you the chance to jump back in history to correct your mistake without a game restart. Completists will enjoy finding all of the "bad" endings, of which there are many. I found many of these choices to be logical yet requiring some depth of thought. You really need to consider all the character's motivations to get the story-progressing outcome right away. While some crave finding all the bad endings, I challenged myself to avoid as many bad endings as possible and was quite proud that I got through with only a few out of likely dozens of possible bad endings. The key to success in this game is following the mantra of: "if you get stuck, go to the other timeline." There was only one place in the game "near the beginning" when I wasn't sure what to do and its right in the beginning when you have to do your first transfer between timelines. Many people find themselves asking "why is doing this going to change something in the other timeline? After this first one it makes more sense what you have to do to accomplish tasks (the game makes it very clear too) so my initial frustration at this first one was quickly replaced by an understanding of how the game "works". Combat in the game is on a 9X9 tactical grid and the object is not just your standard JRPG "use your skills to kill each individual enemy as quickly as possible." The grid adds the interesting tactical element of being able to "push" and "pull" your enemies into different spaces. The front line allows you to do more damage, but you take more damage and the back line allows you to avoid damage while you do less. The middle is, well, the middle ground. Most characters have the ability to manipulate enemies on the grid in some way, with Stocke being the best at it. By pushing and pulling enemies around, you can "stack" enemies on a single square of the grid, resulting in any attack doing damage and affecting all enemies on that square. Rarely are battles the same in beginning setup and enemies change frequently. Three additional mechanics make battles fresh. Yes, we're still going. Every battle is governed by a turn order that you can manipulate. If you want to have your three characters go nine times in a row, you can switch with enemies and allow them to go before you to make it happen. There is a down side, of course. When you switch, your character becomes slightly more vulnerable to attack until they act. The purpose of switching turn order is to take advantage of the multiplier system. By alternating magic and physical skills, your characters can chain together a long series of attacks to build the multiplier, increasing the damage done to enemies when you have a large multiplier. Before battles begin, you can press the Y button to swing Stocke's sword at enemy, potentially "stunning" it. If you enter battle while an enemy is "stunned" you get a "surprise" round with three or four total turns to take before your enemy gets to act. I should probably also mention that battles are not random "sprung" encounters. You can choose to enter combat. Many are annoyed by traditional "random" encounter JRPGS and this is not one of them. Characters Extra characters (six of them) enter your party as the story progresses and leave as the story requires them to do so. Each character has a defined personality and there is character development and growth of several of the characters. They are all likeable for different reasons and I personally found myself growing to like all of them. Stocke is particularly likeable as the "reluctant" hero archetype. He is much grittier than a lot of JRPG protagonists and he is much more intelligent than almost all of them. He doesn't say dumb things and this in game thoughts are logical. Skills Combat systems are driven by skill sets and the skill sets in this game are well thought out. Every character gets some sort of "grid manipulation" skill and several characters specialize in them. You also have characters specializing in magic and some in other nuances. You can build some characters in multiple different ways although some characters clearly have strengths that you will want to cater towards. Every character in the game is useful in some way and I was surprised how much utility that I could get out of characters that seemed like they would be ineffective on the surface. You really just need to know how to play their role. Some of the best characters are not damage dealers. Characters gain most of their skills automatically through levelling although each character can also learn four additional skills through side quests. Many (but not all) of these "extra" skills are useful and make the end game much easier. One of things that I like about the skills in this game is that most of the skills that inflict status ailments on enemies are useful and make a big impact. Poison, often the lamest mechanic in most games is very useful in this game. Use it often, especially on bosses. Steal, also a very lame mechanic in most games, is incredibly useful here and can result in getting some unique equipment. The "stacking" nature of the grid can often result in multiple enemies with just a little health left and the Steal skill can be a good finishing move. Just like with damage, your chance to steal increases with increasing multiplier and increases with more enemies on a space. Equipment The economy in the game is pretty loose in that I rarely had any trouble buying anything. Note that I fight nearly every enemy that I encounter and reaped a lot of cash as a result. The challenge of this system isn't so much to have enough cash as it is to remember what time and place has the equipment that you need. Certain equipment is only available in certain times at certain places. Some of the best equipment is found in dungeons or as drops or can be stolen from bosses. Extras The game has about two dozen side quests. This may not sound like a lot to some fans, but since many of these side quests require multiple different jumps back in forth through time to complete it is a lot of extra content. These side quests can also unlock different skills. Doing different sidequests can unlock alternate endings, including a "true" ending which I have not attained yet. Length and Difficulty I am no stranger to tactical or JRPGs and I found the game challenging at first and progressively easier as I went along. It is important not to "fight" the stacking nature of the mechanics to be successful. General JRPG rules like "having the best equipment" and "having enough support items" apply here. I think I was over-levelled throughout most of the game. I took my sweet time and fought every enemy and as a result I experienced little challenge from the final boss. I think if you did a blitz play-through only fighting what was necessary you would find the game much more challenging, especially around a certain chapter. It took me 45 hours to finish the main story and most of the side quests but there is still content I haven't seen. I think that the 45 hours is probably a mid-high estimate of how long it should take the average gamer. I usually take longer than most people, especially with games that interest me. Look and Sound/Music The game has a nice look to it with interesting locations. It has a steam punk aesthetic with technology in a sword and sorcery world. Monsters have no sound effects but weapons and spells do. They are pretty basic. There is no spoken dialogue in the game. The music is very nice although there isn't much (about eight tunes or so) and it is appropriately recycled depending upon the general "mood" and location of the game. There are some times in game where the music suddenly seems to disappear. A minor glitch. Criticisms Dialogue This game has a lot of dialogue. Reading all the dialogue is very important to get an understanding of where you are supposed to be going and what you are supposed to be doing there as the timeline doesn't always tell you. I think this an advantage to the timeline because it forces you to actually pay attention. It can get tedious to listen to dialogue over and over again as you skip through time. The game allows you to press START to skip entire conversations, but sometimes when you change history the conversations change and you miss out on subtle dialogue changes and whether you actually obtained the item you needed. Its a lot to re-read if you don't want to miss out on the clues. Enemy weaknesses Just like many JRPGs, enemies in this game are supposed to have weaknesses to physical and different elemental attacks and spells. The degree to which this matters is pretty weak in this game. What I would say is that there actually seems to be no middle ground. Enemies will tend to be nearly completely immune to certain attack types or vulnerable to certain ones. Almost every enemy in the game seems to be affected by lightning, which kind of cheapens the whole enemy weakness system and makes certain characters more valuable than others, but not by much. Conclusion This is by far one of the best JRPGs I have played and in my top five games I have played on the DS. I do a lot of research before I buy games and I only buy the ones that suit my tastes and get good reviews. So, to put this in my top five means a lot. My only regret is that I finished it. By the time I finished posting this review the game is likely hard to find and has had a price jump so if you are still looking to find it, good luck!
Review: Absolutely amazing! Classic style RPG is worth every penny! - Radiant Historia is a great game that displays the true potential of an RPG in every way. Classic 16 bit games have pretty much disappeared by this point, such a sad state for those of use that love the style, but this game fits the mold in every way and builds on the greatness of games such as Final Fantasy III (SNES, Final Fantasy VI in Japan) and quirky classics like Earthbound (SNES). Radiant Historia takes a very serious approach to the storyline and thrusts you into in a very convincing world and its problems. Radiant Historia has a very unique battle system that is a great addition to the turn based battle system and adds great depth and strategy to the game and each individual battle. Being turn based is a turnoff to many, but this new battle system is a great way to keep people intrigued and on the edge of their seat in a tough battle. Each battle has a grid that fits the enemies and player characters on it. Each character has a set of special moves and regular moves that are able to attack certain squares on the grid, the more squares it can target, the more MP (magic points) used, the more deadly it is. This was a great addition to the battle system and made the battles unique and fun. The characters were also unique and very believable, the main character being a soldier looking to end wars and have world peace. Seems to follow many RPG plots, but that is almost unavoidable. Each character has depth as you learn about them throughout the game. Earning about their past is a great experience and explains why each character is the way they are. Now, the greatest part of the game: the game includes time travel to complete! Yes, Chrono Trigger (SNES) did do time travel first, but this game does it different. The story is started with the main character being given a book that can control time travel. Throughout the game, you have to traverse time to find where the conspiracy lies and how it unfolds over time. Each step of the way, it seems someone is always one step ahead of you, but how and why? You must play to find that out and it kept me playing nonstop until I beat it! The touch screen, unfortunately, is not a major focus of the game, but it takes nothing away at all from the game. Even this minor criticism could not alter my score for this fantastic game. If you are an RPG fan, pick this up, you will not be disappointed!

## Features

- With the power of the White Chronicle jump back and forth across various turning points in history in order to save your world from destruction
- Your choices progress the story and bring you to drastically different ends as you return to previous choices to initiate changes whose effects ripple throughout the timelines
- Classic turn-based combat as you take your party of three warriors into combat, battling enemies within range of your 3x3 grid
- Use the turn order and your special ability to manipulate the positions of enemies on the field to set up combination attacks and gain the upper hand
- Change allied character's positions on the board when it best suits the situation to level the most damage possible against enemies

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | B004CVWETI |
| Best Sellers Rank | #37,936 in Video Games ( See Top 100 in Video Games ) #578 in Nintendo DS Games |
| Compatible Video Game Console Models | Nintendo DS |
| Computer Platform | Nintendo DS |
| Customer Reviews | 4.2 4.2 out of 5 stars (602) |
| Date First Available | November 22, 2010 |
| Department | Children/Teenagers |
| Genre | role_playing_games |
| Global Trade Identification Number | 00730865400423 |
| Is Discontinued By Manufacturer | Yes |
| Item Weight | 0.32 ounces |
| Item model number | RH-40042-3 |
| Language | English |
| Manufacturer | Atlus USA |
| Number of Players | 1 |
| Product Dimensions | 5.1 x 5.4 x 0.9 inches; 0.32 ounces |
| Publication Date | February 22, 2011 |
| Rated | Everyone 10+ |
| Release date | February 22, 2011 |
| Type of item | Video Game |
| UPC | 783719715471 730865400423 |

## Images

![Radiant Historia - Image 1](https://m.media-amazon.com/images/I/819HbXHH0gL.jpg)

## Customer Reviews

### ⭐⭐⭐⭐⭐ Taking RPGs to the next level on handhelds
*by M***A on March 14, 2011*

Radiant Historia is by far one of the best JRPGs I have played on Nintendo DS. Before I get into the gory details, because it may not be for everyone, I want to mention that this review will contain no major character or plot spoilers, but I will spoil game mechanics. Why are you reading the reviews in the first place if you can't stand any spoilers? ;) Radiant Historia is set in a steam punk-esque world between warring nations. You are the protagonist, Stocke, a "secret agent" of sorts for one of the nations. The game focuses around the political and social intrigue between these two nations and several others. As you investigate some major and minor problems you do standard JRPG stuff like fighting foes, levelling up, gaining and buying equipment and making decisions of whom to include in your fighting party of three. Gameplay This will be a long section because RH does a lot of things differently from typical JRPGs and this is what really makes this game unique. Radiant Historia is roughly like a cross between a time travel JRPG like Chrono Trigger, a Choose Your Own Adventure book and a tactical RPG like Final Fantasy Tactics or Tactics Ogre. Very early on, Stocke gets the ability to travel between two timelines: a "Standard" history and an "Alternate" history. What happens in one timeline effects the other. Its best to suspend your disbelief about this sort of thing if you're going to enjoy the game. Although the game does a pretty good job of smoothing over logical inconsistencies in this method, you can always be successful with "go do something you missed" in the other timeline when you got stuck. The game forces you to jump timelines to obtain items needed to solve problems or change someone's attitude or life. You can't jump to any precise point. You are limited to "nodes" that are major events for the main character. All of the available nodes are nicely laid out in a timeline map for you that also contains pertinent information about your status on different quests. At critical junctures in the story, the main character must choose between two alternatives to progress the story. There is no penalty for a "wrong" choice as the game immediately gives you the chance to jump back in history to correct your mistake without a game restart. Completists will enjoy finding all of the "bad" endings, of which there are many. I found many of these choices to be logical yet requiring some depth of thought. You really need to consider all the character's motivations to get the story-progressing outcome right away. While some crave finding all the bad endings, I challenged myself to avoid as many bad endings as possible and was quite proud that I got through with only a few out of likely dozens of possible bad endings. The key to success in this game is following the mantra of: "if you get stuck, go to the other timeline." There was only one place in the game "near the beginning" when I wasn't sure what to do and its right in the beginning when you have to do your first transfer between timelines. Many people find themselves asking "why is doing this going to change something in the other timeline? After this first one it makes more sense what you have to do to accomplish tasks (the game makes it very clear too) so my initial frustration at this first one was quickly replaced by an understanding of how the game "works". Combat in the game is on a 9X9 tactical grid and the object is not just your standard JRPG "use your skills to kill each individual enemy as quickly as possible." The grid adds the interesting tactical element of being able to "push" and "pull" your enemies into different spaces. The front line allows you to do more damage, but you take more damage and the back line allows you to avoid damage while you do less. The middle is, well, the middle ground. Most characters have the ability to manipulate enemies on the grid in some way, with Stocke being the best at it. By pushing and pulling enemies around, you can "stack" enemies on a single square of the grid, resulting in any attack doing damage and affecting all enemies on that square. Rarely are battles the same in beginning setup and enemies change frequently. Three additional mechanics make battles fresh. Yes, we're still going. Every battle is governed by a turn order that you can manipulate. If you want to have your three characters go nine times in a row, you can switch with enemies and allow them to go before you to make it happen. There is a down side, of course. When you switch, your character becomes slightly more vulnerable to attack until they act. The purpose of switching turn order is to take advantage of the multiplier system. By alternating magic and physical skills, your characters can chain together a long series of attacks to build the multiplier, increasing the damage done to enemies when you have a large multiplier. Before battles begin, you can press the Y button to swing Stocke's sword at enemy, potentially "stunning" it. If you enter battle while an enemy is "stunned" you get a "surprise" round with three or four total turns to take before your enemy gets to act. I should probably also mention that battles are not random "sprung" encounters. You can choose to enter combat. Many are annoyed by traditional "random" encounter JRPGS and this is not one of them. Characters Extra characters (six of them) enter your party as the story progresses and leave as the story requires them to do so. Each character has a defined personality and there is character development and growth of several of the characters. They are all likeable for different reasons and I personally found myself growing to like all of them. Stocke is particularly likeable as the "reluctant" hero archetype. He is much grittier than a lot of JRPG protagonists and he is much more intelligent than almost all of them. He doesn't say dumb things and this in game thoughts are logical. Skills Combat systems are driven by skill sets and the skill sets in this game are well thought out. Every character gets some sort of "grid manipulation" skill and several characters specialize in them. You also have characters specializing in magic and some in other nuances. You can build some characters in multiple different ways although some characters clearly have strengths that you will want to cater towards. Every character in the game is useful in some way and I was surprised how much utility that I could get out of characters that seemed like they would be ineffective on the surface. You really just need to know how to play their role. Some of the best characters are not damage dealers. Characters gain most of their skills automatically through levelling although each character can also learn four additional skills through side quests. Many (but not all) of these "extra" skills are useful and make the end game much easier. One of things that I like about the skills in this game is that most of the skills that inflict status ailments on enemies are useful and make a big impact. Poison, often the lamest mechanic in most games is very useful in this game. Use it often, especially on bosses. Steal, also a very lame mechanic in most games, is incredibly useful here and can result in getting some unique equipment. The "stacking" nature of the grid can often result in multiple enemies with just a little health left and the Steal skill can be a good finishing move. Just like with damage, your chance to steal increases with increasing multiplier and increases with more enemies on a space. Equipment The economy in the game is pretty loose in that I rarely had any trouble buying anything. Note that I fight nearly every enemy that I encounter and reaped a lot of cash as a result. The challenge of this system isn't so much to have enough cash as it is to remember what time and place has the equipment that you need. Certain equipment is only available in certain times at certain places. Some of the best equipment is found in dungeons or as drops or can be stolen from bosses. Extras The game has about two dozen side quests. This may not sound like a lot to some fans, but since many of these side quests require multiple different jumps back in forth through time to complete it is a lot of extra content. These side quests can also unlock different skills. Doing different sidequests can unlock alternate endings, including a "true" ending which I have not attained yet. Length and Difficulty I am no stranger to tactical or JRPGs and I found the game challenging at first and progressively easier as I went along. It is important not to "fight" the stacking nature of the mechanics to be successful. General JRPG rules like "having the best equipment" and "having enough support items" apply here. I think I was over-levelled throughout most of the game. I took my sweet time and fought every enemy and as a result I experienced little challenge from the final boss. I think if you did a blitz play-through only fighting what was necessary you would find the game much more challenging, especially around a certain chapter. It took me 45 hours to finish the main story and most of the side quests but there is still content I haven't seen. I think that the 45 hours is probably a mid-high estimate of how long it should take the average gamer. I usually take longer than most people, especially with games that interest me. Look and Sound/Music The game has a nice look to it with interesting locations. It has a steam punk aesthetic with technology in a sword and sorcery world. Monsters have no sound effects but weapons and spells do. They are pretty basic. There is no spoken dialogue in the game. The music is very nice although there isn't much (about eight tunes or so) and it is appropriately recycled depending upon the general "mood" and location of the game. There are some times in game where the music suddenly seems to disappear. A minor glitch. Criticisms Dialogue This game has a lot of dialogue. Reading all the dialogue is very important to get an understanding of where you are supposed to be going and what you are supposed to be doing there as the timeline doesn't always tell you. I think this an advantage to the timeline because it forces you to actually pay attention. It can get tedious to listen to dialogue over and over again as you skip through time. The game allows you to press START to skip entire conversations, but sometimes when you change history the conversations change and you miss out on subtle dialogue changes and whether you actually obtained the item you needed. Its a lot to re-read if you don't want to miss out on the clues. Enemy weaknesses Just like many JRPGs, enemies in this game are supposed to have weaknesses to physical and different elemental attacks and spells. The degree to which this matters is pretty weak in this game. What I would say is that there actually seems to be no middle ground. Enemies will tend to be nearly completely immune to certain attack types or vulnerable to certain ones. Almost every enemy in the game seems to be affected by lightning, which kind of cheapens the whole enemy weakness system and makes certain characters more valuable than others, but not by much. Conclusion This is by far one of the best JRPGs I have played and in my top five games I have played on the DS. I do a lot of research before I buy games and I only buy the ones that suit my tastes and get good reviews. So, to put this in my top five means a lot. My only regret is that I finished it. By the time I finished posting this review the game is likely hard to find and has had a price jump so if you are still looking to find it, good luck!

### ⭐⭐⭐⭐⭐ Absolutely amazing! Classic style RPG is worth every penny!
*by T***E on December 27, 2012*

Radiant Historia is a great game that displays the true potential of an RPG in every way. Classic 16 bit games have pretty much disappeared by this point, such a sad state for those of use that love the style, but this game fits the mold in every way and builds on the greatness of games such as Final Fantasy III (SNES, Final Fantasy VI in Japan) and quirky classics like Earthbound (SNES). Radiant Historia takes a very serious approach to the storyline and thrusts you into in a very convincing world and its problems. Radiant Historia has a very unique battle system that is a great addition to the turn based battle system and adds great depth and strategy to the game and each individual battle. Being turn based is a turnoff to many, but this new battle system is a great way to keep people intrigued and on the edge of their seat in a tough battle. Each battle has a grid that fits the enemies and player characters on it. Each character has a set of special moves and regular moves that are able to attack certain squares on the grid, the more squares it can target, the more MP (magic points) used, the more deadly it is. This was a great addition to the battle system and made the battles unique and fun. The characters were also unique and very believable, the main character being a soldier looking to end wars and have world peace. Seems to follow many RPG plots, but that is almost unavoidable. Each character has depth as you learn about them throughout the game. Earning about their past is a great experience and explains why each character is the way they are. Now, the greatest part of the game: the game includes time travel to complete! Yes, Chrono Trigger (SNES) did do time travel first, but this game does it different. The story is started with the main character being given a book that can control time travel. Throughout the game, you have to traverse time to find where the conspiracy lies and how it unfolds over time. Each step of the way, it seems someone is always one step ahead of you, but how and why? You must play to find that out and it kept me playing nonstop until I beat it! The touch screen, unfortunately, is not a major focus of the game, but it takes nothing away at all from the game. Even this minor criticism could not alter my score for this fantastic game. If you are an RPG fan, pick this up, you will not be disappointed!

### ⭐⭐⭐⭐⭐ A love letter to a bygone era of RPGs
*by S***O on May 7, 2012*

It seems almost redundant for any reviewer to mount further praise onto the critically acclaimed Radiant Historia, but this game is a spectacular example of a breed of RPG that becomes harder to come across as time moves forward. If only we had Stocke's White Chronicle to shift the course of history. Stocke, the game's protagonist, is far from the typical JRPG protagonist. Stocke is a jaded and no-nonsense solider and following his growing attachment to the characters in the title is an absolute delight. Each character is well developed and their back stories are expanded upon in great detail. Even the villains are incredibly sympathetic characters, though some more than others, at the game's resolution gamers will be left with moral questions as to who was ultimately in the right. The story is paired with excellent gameplay that is an amalgamation of run-of-the-mill turn based mechanics and an innovative grid-based combat system. Players must use various attacks to manipulate enemy positioning to optimize their offense. The various strategies players can employ keep one turned into the action rather than dreading each battle. The lack of random encounters in favor of monsters appearing on the map to be freely dodged is also a great mechanic. The game flows well and leaves players with plenty of room to complete sidequests at their leisure. The time-traveling mechanic is incredibly interesting and requires players to think outside of the box when it comes to solving their next objectives. While suggesting the game has "choice" is somewhat deceptive, the game culminates in the same conclusion no matter what, there's a great deal of freedom in terms of side-quests and what side-quests you complete does have a marginal impact on how the game progresses. Those who complete side-quests are rewarded with nods to these feats as the game moves forward, sometimes at unexpected moments. Upon completion, the game allows players to reload their save to complete any unfinished side-quests and replay any portion of the game which heavily augments the game's replay value. Graphically, the game is gorgeous, and the art direction is incredibly unique. For those who grew up with Super Nintendo and Playstation 2D RPGs, this title is not just a nostalgic romp but a genuine evolution of the genre. For those who are unfamiliar with 90s and 2000s JRPGs, the title modernizes what made those games great, and is a fantastic starting point. Radiant Historia is a fantastic, mature game that any RPG fan owes it to themselves to check out.

## Frequently Bought Together

- Radiant Historia - Nintendo DS
- Radiant Historia: Perfect Chronology - Nintendo 3DS
- Shin Megami Tensei: Devil Survivor Overclocked - Nintendo 3DS

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*Last updated: 2026-07-26*