I loved FFT when I first played it why back in the early PS era. When I
learned that there was a predecessor based on the great Ogre Battle SNES
game, I tried to track it down, but it was a limited release even in
remakes it seems; I never found it until this version.
I understand
that there's been some updates here, a bit with graphics and the skills
system was added, along with some other gameplay changes. As said, I've
never played the original, but somehow this game exceeded my
expectations. I've been playing obsessively since I got it, and if you
are at all a fan of the genre I recommend it without reservation.
Compared with FFT, there is slightly less emphasis on building the
perfect unit, and more on the best army. Battle sizes can be larger
(ranging from 6 to 12 units on the playes team at a time), and some
classes have abilities that rely on positioning moreso than in
Tactics--such as knights restricting enemy movement, thieves getting a
bonus to attack from behind (well beyond what others get), certain auras
that benefit nearby units, etc. But as other people have pointed out,
you can't take the best abilities from different classes and merge them
(much--in a couple cases like Dragoons with Rampart Aura I could use a
skill learned elsewhere, but these are exceptions). I wouldn't say FFT
or TO is better in terms of gameplay, but the focus changes a bit and it
is refreshing.
I don't find that all the classes play the
same, either--use a rogue like you would a knight and you won't have
them around for long. Rogues need to dart in when the get a chance and
then run back behind the knights who have the skills to stop pursuit.
There are some similar classes, though.
The difficulty of
this game is just right. Most of the time I'm not sure if I will win a
battle--I need a stroke of luck or expenditure of precious resources to
get by without anyone losing any hearts from a guy (three strikes and a
unit is gone for good) or even needed to restart. Fortunately the turn
order listing and chariot tarot replay makes this difficulty forgiving
if you need to take an informed risk or make a mistake--I back up a turn
if I didn't know an obstacle would block my spell, for instance. And
any random battle can be fled without penalty.
The story is
great also. Disgaea's comic story never caught my attention for a
moment. Better Tactics Ogre that risks losing me in it's machinations
than Disgaea's gonzo anime antics that don't make a lick of sense. I
also think it is superior to FFT in that the enemies stay more or less
human forces, rather than the too common demonic forces. There's demons
& monsters to fight here, don't get me wrong, but the plots are
driven by humans with conflicting visions and goals rather than being
possessed puppets of evil forces. And while I haven't yet finished the
game (chapter 4 so far), I'm already looking forward to seeing how the
divergent paths will play out in subsequent play-throughs.
Finally, the cons-- The graphics are dated, obviously. Think of it as a
board game rather than a video game if you need to, its worth looking
past the SNES era sprites.
The menu navigation hasn't bothered me much, so I think that's over blown, though there certainly is a lot of button pushing.
And I agree that the crafting system is poor; basically it is a time
sink. It would have been better to force you to choose how to add your
rare components than make most parts purchasable but give a risk of
failure. But the gear you can craft isn't essential so if it bugs you
you can skip it.
Tuesday, July 13, 1999
Tactics Ogre: Let Us Cling Together review
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