Ff tactics ogre11/10/2022 ![]() In contrast, Tactics Ogre has recycled several maps so far, and several more (e.g. Map variety – Whether it’s scaling hills and rooftops in a street fight, storming a fastness, picking my way between lava flows at Mount Bervenia or crossing the forks of a river, FFT has ample map variety. ![]() That said, there is one area of gameplay in which FFT does better… After all, both games came out in the 90s, and a lot of water has flowed since then. Now, given that Tactics Ogre’s gameplay was remastered for the PSP version whereas FFT: War of the Lions is basically a straight port with a few frills attached, it’s not terribly surprising that the former benefits. The Tactics Ogre system isn’t perfect – training a new class up from Level 1 is still a hassle, which makes me wish they had gone whole hog and adopted the Valkyria Chronicles system whereby all experience goes into a common pool, to be allocated between classes as the player sees fit – but it’s a big step forward from FFT. If you’ve ever spent time bringing Ladd, Alicia and Lavian in FFT up to the same level as the starting characters, or grinding multiple Arithmeticians, you will appreciate the Tactics Ogre system immediately. The levelling system is less grindy – Tactics Ogre’s levelling system is halfway between a classic RPG and the innovative system we saw in Valkyria Chronicles: experience is awarded on a class-wide basis, and every unit of the same class shares the same level. But when a story character permadies halfway through a pitched fight, then I thank heaven that I can just fire up the Chariot instead of having to restart the battle from scratch.Ĥ. The Chariot system reduces frustration – Tactics Ogre’s Chariot system, which allows you to rewind a battle by up to 50 turns, is basically a legitimised save/reload. And the debuffs’ decent chance to hit (so long as you invest in the appropriate skills) means that you can use them without frustration, or resorting to abusing the Chariot system.ģ. Solution: start dropping debuffs left, right, and centre! That dragon isn’t so scary when it’s asleep. But in Tactics Ogre, most battles are won by killing the enemy leader, and there are often horrifyingly resilient enemies (from armoured knights to dragons in the way). ![]() Of course, there are exceptions – I wouldn’t have won certain rock-hard battles near the end of Chapter 2 in FFT had I not prevented some of the most powerful characters on the enemy team from attacking – but the general rule remains. FFT usually requires the player to kill every enemy on the map to win the battle, and debuffs are so inaccurate, I might as well just go for a damage-dealing attack instead. Debuffs are more practical – In FFT I rarely bother with debuffs and status effects. The usefulness of this ability guarantees several knights a role in my party – and as a gameplay feature, it ensures unit positioning is of proper importance.Ģ. Now, in Tactics Ogre, certain melee classes – such as knights! – can project a one-square zone of control around themselves that prevents enemies moving past. RPG Tactics 101, right? But in FFT, there was theoretically nothing (terrain aside) to prevent making a beeline for the squishies. Class abilities make it easier to set up proper party front and back lines – The knights should be up front, the wizard and cleric should be in the back. How do these two classics of the tactical RPG genre stack up?ġ. And while I haven’t finished Tactics Ogre, either, I have played for long enough (15 or 16 hours) to see what Tactics Ogre does better – and what it doesn’t. I came straight from a three-quarters-finished play-through of Final Fantasy Tactics: The War of the Lions to Tactics Ogre: Let Us Cling Together. Check out my impressions of the game’s (1) character profiles (5) how I used different character classes in battle (4) an unfortunate mishap later in the game, and (5) my verdict on the game. This is the second post in my series on Tactics Ogre. ![]()
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