It felt like you could get something out of mage Sharpe if you wanted, actually. His magic stat is pretty low so buffing it often would actually help out those wind spells a fair bit, and they do get reasonable upgrades. Just, you're probably better off emphasising what he's already good at. My general feeling is there weren't any really rude surprises in the builds but I could be wrong. Certainly there was nothing that bugged me, maybe I was somewhat lucky with decisions though!
6. Tactics Ogre: Let Us Cling Together (PlayStation Portable, Square Enix, 2011)As a big fan of
Final Fantasy Tactics, its predecessor is a game I had heard about for many years... usually with a disclaimer of "but it's much less polished, don't bother" attached. Still, it was a game I was always kinda interested in, and when it got an updated remake with actual polish, I was certainly interested... with good cause, as it turned out.
Where to start? Well, let's talk about that "actual polish". The game has one of the best interfaces I've seen for a strategy RPG, adding many things that its successor failed to. Making the turn gauge constantly visible is nice (though is of course something we've been seeing since
Final Fantasy X), as is allowing the player to take back movements after investigating attack possibilities. But even bigger than these is something which, to my knowledge, is pretty much new to this game: the way it handles damage projections. No longer do you need to be in range to see them: choose attack, hover the cursor over anyone you want, and you'll see both how much damage you do and how much they do back on counters, even if you're not yet in range to make this attack. This is a wonderful feature and generally streamlines gathering information for your plan of attack, and I never even knew it was missing until this game showed me it. Great stuff.
Of course, this wouldn't matter if the game weren't fun to play with some good battles. Fortunately, it delivers on this. Battles are great fun, with plenty of unique enemy designs to overcome and some rather well-thought out maps. Battles are suitably challenging generally, with certain plot-important boss fights being among the hardest in the game and especially satisfying to beat. it handles death, revival, and permadeath are about the best I've seen, combining FFT's "death counter" with a CTB penalty for dying so that it avoids overpowered revival chains, and a "three strikes and you're out" system with permadeath which makes it less frustrating than in some games. This last bit becomes particularly necessary when you reach maps in which you can be instantly killed by being pushed off cliffs (those sound unpleasant in the original!).
The game's class system works both for and against it; I'll touch on the latter half of that statement later. While the class system doesn't offer the customisation of an FFT or
Wild Arms XF, the classes nevertheless manage to play very different roles and are fun to toy around with, even if archers are almost certainly overpowered. Warriors, mages, clerics, knights, berserkers, ninjas and more... plenty of classes found uses, and most were very distinct from each other, which was nice.
The game has nice aesthetics, as well. I am quite fond of the artstyle of the game; it is rather like FFT's, only better-defined and the characters actually have noses. The game's sprites are pulled straight from the original SNES game and don't feel out of place one bit in a modern game, which speaks to their own quality. And the music is pretty great to listen to, with many tracks beautifully backing up the feel of the epic battles the game is going for. This is one game where an orchestral update to the soundtrack was completely approriate and works to the game's benefit.
It's a great update, but of course, it's not perfect. Its chief flaw is one that almost everyone who has played it is aware of, and it is a rather crippling weakness: a huge oversight in the class system. All classes start at level 1, and level is absolutely huge in this game as it governs not only stats, but legal equipment. This means that as you get new classes throughout the game, they are steadilly less useful, because they are increasingly underlevelled. It's an awful balance decision and means that you end up using the same classes all game, which really ruins some of the fun of the system. While I praised the options those classes offered, it would really have been nice to force the player to make decisions as new ones showed up. Additionally, there isn't too much you can carry over from class to class, so compared to FFT or XF there just isn't the same customisation possible, and it feels a bit limiting.
Additionally, the game's mechanics feel a bit intentionally confusing at points, something I don't approve of in a strategy RPG. There are aspects of the gameplay that I suspect are glitched (certain buffs and skills) but it's hard to tell! Whether they do work (and just suck) or they don't, it doesn't do the game any favours.
The game's story is a bit of a mixed bag, which isn't too surprising considering its age. There's some great political stuff in there, and navigating just who is and isn't on your side (as well as who is and isn't a good person... and the two questions are distinctly not the same!) in the first half of the game is a lot of fun. Unfortunately there's a shortage of truly compelling characters (like FFT if FFT lacked Delita), and the plot devolves into a complete mess once the aforementioned questions are answer, becoming first a boring war story and finally a completely nonsensical adventure to stop some dudes from summoning a demon for a reason that isn't ever given that I saw.
Still, the complaints aren't the type that hold a game back significantly. The story flaws are entirely forgivable (it's not even like it's a bad story game!) when you have that gameplay, and the good gameplay means I can look past one or two bad decisions. It's a shame that the flaws of the class system keep the game from being truly amazing, but it's still a game that I feel they did a wonderful job updating, to become, along with XF, the second worthy FFT successor on the PSP.
The good: Great gameplay backed up by some good design decisions, good challenge level, aesthetics
The bad: Some bad decisions with the class system, plot goes downhill
The ugly: Step 1: Betray superiors. Step 2: Sacrifice life to summon demon. Step 3:
Step 4: Profit!