Quartet is a turn-based, story-driven RPG done in glorified pixel sprites and 2D environments. Some would call this a “Love Letter” to the 16-bit era, and they would be correct. Four heroes, all from different parts of the world, begin to get in touch with magic, an ever-growing commodity throughout the game’s setting, which has also become homogenized with not only society, but also military and home living applications.
What sort of fate holds a Cook, a shop girl, a sergeant, and a mage? Join us in this niche game as we discover the journey of these four, as they find each other, and face a destiny far bigger than their dreams could ever imagine.
Quartet
Developer: Something Classic Games
Publisher: Something Classic Games
Platforms: Windows PC
Release Date: August 26, 2025
Price: $19.99
Upon beginning the game, you are greeted with a screen that gives you the option to play as one of four different characters. The order in which they are picked doesn’t matter, as once each of their prologues is completed, the main scenario ensues, leading them all to meet along with four additional close friends to aid in the adventure.
Combat is done in classic turn-based fashion, using a visual at all times for turn order queue. Turn-based RPGs are at their best including a turn order, as it allows you to properly plan, or even react immediately. For those familiar with the SNES RPG Mystic Quest, you will also recognize the combat perspective being back to front instead of the usual side-to-side like in such classics like Final Fantasy V or VI.
Similarities deepen when juxtaposing Quartet with Mystic Quest in how linear the character progression is, boss sprites changing to looking weak when they are near death, as well as battles never being random. In fact, battles only really occur when it’s a story battle, or a monster sprite conveniently blocking the way forward.
This felt somewhat disappointing as it quickly made me realize that there really won’t be any level of grinding, as there’s a fixed amount of possible battles to encounter throughout the game. On the flipside, many can see this as a boon since grinding can also often be seen as a cardinal RPG sin.
The approach to turn-based combat in its practice isn’t the most unique. However, it’s good to note that every single spell, action, or item feels very useful. Each character has a unique form of blocking, which will replenish their AP for casting spells, as well as a buff or other effects. This makes blocking very lucrative, let alone avoiding larger damage from dangerous foes.
However, any action, even actions that do use AP, still restores some after you complete a turn. This is possibly one of the best skill resource mechanics I have seen in an RPG for quite a while. It’s actually encouraged to be as liberal and aggressive in using your skills as frequently as possible, thanks to this intuitive design feature.
There are no difficulty settings in the game, which is certainly a breath of fresh air. The creatures had a vision, took their time, and balanced it as such to always feel properly challenging, paced with hard and easy battles alike. Once your party roster grows past 4, you will be able to actively switch reserve party members in at no cost of a turn, allowing very flexible combat strategies, very similarly to Final Fantasy X.
Leveling up is quite frequent, considering the exclusion of random encounters. Usually, after a couple of levels, a new spell gets introduced to a character, which adds even more strategy the further the game progresses. One particular feature I would have loved to see in Quartet would be some form of skill tinkering. Something like the materia system from Final Fantasy VII, or a skill tree of some kind, at least.
In this current age of more ambitious RPGs, progression simply being learning skills from leveling up feels rather barren and empty. The only concession that can maybe fill this void is being able to equip two accessories, which tend to have many varying stat bonuses and effects. In some cases, different choices of weapons and armor found can have some horizontal progression. It’s not enough to satisfy, since there is no build or tinkering system.
Where Quartet lacks in progression customization, it delivers in spades when it comes to storytelling and music as well. The main combat theme is catchy and remains in my head rent-free even when enjoying other games somehow. The boss theme, however, is still great. It felt strikingly similar to the boss theme from Chrono Trigger.
Quartet certainly borrows a lot of concepts from popular RPGs, like the mentioned Final Fantasy series, but when it comes to the narrative, it seems to be playing closest to Live A Live, another RPG from Squaresoft back on the SNES, and recently remade on the Switch. Having multiple characters completely unrelated to each other eventually all meeting up isn’t the only similarity, but even the fast linear progression of each character’s prologue feels similar.
Quartet is a sound RPG that knows what elements to borrow from some of the greats, while managing to feel fairly and respectfully original in its own right. Each of the four heroes, as well as the additional four companions they brought, was memorable and felt like they had a purpose to the plot other than having their use and then being along for the ride.
Grinding seems to be completely absent, which might be seen as a gift or a curse. Combat, while almost at its most simple approach, feels balanced and fun, though some level of tinkering in character progression would have made this nearly a masterpiece. With that being said, Quartet is an exceptional RPG worthy of any RPG maniac’s time.
Quartet was reviewed on PC using a code provided by Something Classic Games. Additional information about Niche Gamer’s review/ethics policy is here. Quartet is now available for Windows PC (via Steam).