Skip to main content

Tactics Ogre Reborn Impressions - 2

Just got done playing through Chapter 2 of this on the Chaos route.

I still think this is a solid remake, but there are flaws that are starting to get dangerously prominent. The battles from Ashton to Tanmas were largely fine, and honestly I enjoyed the battles where the enemies were better geared and so presented a decent uphill challenge. While the challenge escalated afterwards, it did so in a pretty awful, inelegant way, by adding way more meat than the situation called for. I was forced to switch Denim and a warrior to two handed weapons to get sufficient damage, which isn't a good thing, as the game had not ever indicated the team's damage falling off before this.

What really soured the experience was the Vice fight. After a tense, grueling battle in front of Amorika's gates, I was greeted with a uber fast enemy that not only tanked everything, but also got in meaty swings, including an extremely dangerous finisher that often struck Denim for more than 2/3rds his health. And this was with him wearing heavy armor and being a dragoon, a solid frontline class with great defense. I eventually won it by grinding out some levels and getting in a bunch of high end healing items, but it really wasn't a great experience. SRPG duels are rarely enjoyable or interesting, and I have no clue why they decided to make this fight even more painful.

I was a little wary when finishers started showing up, but I would say they are mostly decently balanced here. They can be utilized more often, but their damage isn't outrageous, and them costing MP makes them compete directly with spells and other moves, so they work decently well in expanding player choice without inflating damage, something that was a big problem with them in the PSP version. I still think there were more elegant ways to provide more player choice, but I can't complain too much about their current implementation.

The presentation remains top notch, and the performances remain firmly enjoyable, the only exceptions being Aloser and Lans Tartare, who sound wayyy more like prissy, huffy nobles instead of the badass, fierce/grave warriors the narrative portrays them as.

Off to Chapter 3! Let's see if it compares favorably to other versions there. For those curious or following along, I will be taking the Neutral route. Later!

Comments

Popular posts from this blog

About Me

  I am Dev Jyoti Chand, a man of many interests. I have: Written a open world  randomizer in Python for Chrono Trigger. Written a long form commentary for To the Moon , an indie darling known for its strong narrative focus. Written  a thematic and historical analysis of the franchise it spawned . Written a Let's Play for Time Gate: Knight's Chase , an obscure adventure game by the creators of the reputed Alone in the Dark franchise. Currently, I: Do  challenge runs of the Star Ocean 2 remake . Write a Let's Play of Tactics Ogre: Let Us Cling Together , a foundational title of the strategy RPG genre. Write an  in depth look at the magic schools of Caster of Magic , a Master of Magic mod that was released as an extension of it. I am also quite interested in history and literature, and love talking about them at length.  If you ever wish to talk, you can find me at: My gmail: dev221117@gmail.com My discord:  https://discord.gg/hsYbA3AKm6 Or even the comments sectio

Caster of Magic For Windows School Evaluations: Sorcery

 Some of you might remember that I had started evaluating the magic schools in this game to figure out their strengths and weaknesses. I picked Nature as that was a fairly straightforward school. The rest...aren't quite so clear cut, but they still have themes they try to convey via their design. Anyway, it's now time for.... SORCERY Sorcery loosely represents the forces of wind, water and most importantly, magic itself. Its summons have great control over water, and it manipulates wind to make units fly and even become swift transports themselves, but by far their most impactful spells are magical tricks that undermine the "rules" of battle. As such, Sorcery very much is the realm of trickery...and it kind of has to be, as it has little power backing it up. When they work, they work very well, netting it amazing rewards and letting it crush its foes with ease. But when they don't , it is in deep trouble. Now, it does have some nifty logistical spells too, and th

Caster of Magic for Windows School Evaluations: Nature

 Recently, Hadriex made a video  covering combinations of two magic schools in Caster of Magic for Windows(henceforth called Caster of Magic 2, or CoM 2 in short). While it was a good effort, I feel like he didn't go into as much depth as I would've liked: combining schools of magic is actually a very complex and nuanced decision, especially when deciding how many books to use from each school. The choice of retorts also complicates this, as they provide a very significant boost to the early and mid game of several wizards, if picked correctly. And, like most strategy games, the early and middle portions are some of the most significant - if your wizard takes off early and stays strong through the middle, they get a lot more territory and power, which later leads to them mobilizing strong armies more effectively. So, I've decided to take a look at the subject myself. To do this, I've decided to first look at the strengths and weaknesses of each school accurately, before