After Undertale got big, a whole bunch of games came out where a central conceit was the ability to confront your adversaries in non-violent ways. It became a trend-bubble in gaming for a little while, though it's still up to minor debate as to if it made a lasting impact or if it was just a flash in the pan.

Thing is, very few games went further with it than "do a violence" vs "don't do a violence". They gave you skill checks to avoid conflict (West of Loathing, Bioware games), or made it purely dialogue-based. Or they were things where "oh, the things you're up against aren't actually bad and just want to give you milk and cookies".

This is a lot of words to say that Renowned Explorers is the very first game I've played, maybe ever, where nonviolence is a tactical decision instead of a moral one.

Taking inspiration from the 19th century explorers of the British Empire (and the pulp fiction based off of such), Renowned Explorers is kind of like a mix of a 4X game and a standard turn-based strategy game, where you explore regions one node at a time with limited resources (there's that FTL similarity again, I don't know what to call that genre in particular), but conflicts are played out like a normal TBS.

Thing is, each of the characters you can choose in your team of three has one or more of three kinds of attacks: Aggression (aka actual violent stuff), Deceit (taunting, emotional abuse, etc) and Friendship (encouragement, compliments, ego fluffing). These three types interact constantly, and set a kind of field effect to the battle based on the tone of the fight, and one sort of action will always have the upper hand over another - violence always bowls over peace, but gets worn down and misled by trickery, which is no match for encouragement. The way your team and your opponents are both "feeling" work together to create the Mood. In other words, if both sides are boasting the powers of friendship, they're both vulnerable to sudden backstabs, whereas if one side is violent to a still-peaceful opponent, they'll have a bonus that makes them harder to subdue, that sort of thing. It's surprisingly intricate for a game where you can offer a peace treaty to a monkey.

I mean, I don't really know what to say about it that isn't oddly detached "reviewer-ese" or just me saying "hey this game is good and if you like TBS stuff maybe give it a try", but when I say that, keep in mind to take it with a slight bit of caution - the difficulty curve gets pretty sharp near the end, and the main story mode has permadeath, in a game that takes maybe 4-6 hours to push through if you're working at a brisk pace. It can be frustrating to lose progress like that, and lives (or "Resolve", as it's called in-game) are hard to get more of in the span of the game. You lose one every time one of your characters is KO'd or disheartened, and can lose them for failing particularly harsh random events, too, so it's kind of rough.

Definitely a game you could put the time into to learn how to master, though.
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