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They wanted to keep it mostly the same while making what they deemed smaller additions and adjustments.
#TACTICS OGRE QUESTIONS PSP#
When they did the TO PSP remake there was a Dev interview where they said there was a temptation to overhaul things like the look of the game and customization more akin to FFT but the team decided to keep the look and feel mostly the same with some changes to the classes (the class tickets and such) but nothing too drastic outside of the WORLD chariot system for the story progression/battle rewind. TO:LUCT was developed prior to FFT, and FFT had Square's Ito to develop the job system iteration in that game, to make a SRPG palatable/engaging and otherwise fun for casuals who would normally stay away from SRPGs. So my question to fans of these games is Am I missing something? Do you also think the gameplay is just fine and are really only playing for everything else? Or am I not giving these games enough credit and there's actually more to their gameplay than I realize? Sure the game is balanced, but if balance means boring, than give me a broken mess like FFT any day. It's just a boring increase in number, whoop dee fucking doo.
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So whereas in FFT, you unlock new abilities that change the way you can use your unit, such as additional attacks, more movement, sub abilities, etc, here almost everything is a banal +10 to sword, +10 fire magic, etc. At most, they feel like amped up human units instead of something different. The non-human units themselves, beside having a unique ability, barely feel all that different. This isn't like FFT, where a red mage and black mage felt very different or where a knight and monk felt very different. All the melee classes feel the same, all the magic classes feel the same. So many classes in this game feel the same. No, this time it's the actual customization of the unit, or the lack there of. Its not that luck is overbearing or that the difficulty is too low. Can't help but feel that this also explains why the game is so piss easy.Īs for Tactics Ogre:LUCT, the issue is actually completely different.
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So many awesome gameplay moments are possible with this idea, but all that potential is squandered. And sure, randomness is always a part of these games, but there should be a balance between randomness and the player's own decisions which is just not the case here. Any sort of decision making that could have been left to the player is all of a sudden left to luck. In the case of FM3, while I think the idea to give every limb its own health bar is super neat, the sheer fact that can't actually aim for which one body part you're gonna hit just knee caps whatever depth could have come from it. If I had to pick a favorite in the genre, it would probably be Path of Radiance.īut what prevents me from falling in the camp that loves these 2 games and makes me stop playing them both after 15 hours is their actual tactical combat. I'm also just really into SRPGs even if most of them aren't exactly the most balanced games out there, which is just a nice way to say that I only LIKE Final Fantasy Tactics but don't love it. Tactics Ogre: Let Us Cling Together may just have the best writing of any game period and Front Mission 3's online web is so cool you could spend hours on it. I think both of these games have phenomenal world building. So on paper, I should really like these games.