Four Princesses
I’ve loved Disgaea since the fifth game, Alliance of Vengeance. The humor’s stupid and earnest at once. The anime art is charming in a way modern games have mostly forgotten. The characters feel like people, not design documents. And underneath all that is a turn-based strategy layer that actually demands something from you. I spent way too many hours with that game, and I’m not sorry.
The Princess Guide takes that Disgaea DNA—character-driven story, anime style, tactical depth—and blows it up. No more turn-based. Instead you get real-time action. Think Ys-style combat, but you’re not the one swinging the sword. You’re the knight teaching a princess how to lead her army through a war.
The premise is simple enough. A kingdom is falling apart. Four princesses from four regions each need to command their people, and they’ve hired you to teach them how to fight and lead. Here’s where it gets interesting: everything you do shapes who they become. You give real-time commands on the battlefield. Between fights, you praise or criticize their choices, and that feedback literally changes what they learn. Four princesses means four separate stories, four different paths through the same war.
What caught my attention was the inversion of the usual power fantasy. You’re not the hero. You’re the person trying to make someone else into a hero, and your decisions matter in ways that go beyond just winning battles. That’s harder than it sounds. There’s pressure in it—did I push her too hard, or not hard enough? Can I actually trust my own judgment about what she needs?
Whether the game pulls it off, I have no idea. But the concept alone makes me want to play it.