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Tricolore Crise is a Japan-exclusive Dreamcast RPG that mixes turn-based combat with open-ended exploration. You lead three young women navigating a trial to master magical towers that defend humanity from monstrous Iblis. Battles use an ATB-style system with strategic pauses, while the story unfolds through optional events tied to a calendar. Each character can switch freely, but only one is controlled at a time. They’re joined by Mitsukai, guardian spirits you customize and level up, adding a monster-tending layer to the journey. What stands out is the game’s balance of structured quests and loose deadlines. Community logs note its branching narrative paths and the Mitsukai system, which feels like a proto-monster-collector mechanic. With its focus on team dynamics and underdeveloped Iblis lore, it’s a cultish title that flies under most radars. Niche but rewarding for those craving a slower, choice-driven RPG with a dash of creature care.
Taking place in the royal capital of Faillant, Tricolore Crise introduces the player to three spirited young female protagonists, Janis, Lanan, and Anemea. Though complete strangers who are each motivated by a different sense of purpose, the three have been drawn to the capital by a common goal - to begin the examination process that will test their eligibility to become masters of one of the many magical towers dotted across the land, which serve to protect humanity from the threat of the Iblis, a violent race of magical monsters. Unfortunately, the examination rules stipulate that only a three person team can participate. And faced with stiff competition from other teams who have come to the capital with the same goal, the three young women quickly find themselves bound together by necessity. Yet little by little, this necessity gives way to trust, and eventually even friendship. And soon, the trio must call on all that they possess to overcome not only mounting deadlines, but a lurking shadow that creeps ever more swiftly across the lands...
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