Tactics Ogre: Let Us Cling Together

Tactics Ogre: Let Us Cling Together

released on Nov 11, 2010

Tactics Ogre: Let Us Cling Together

released on Nov 11, 2010

A remake version of the Super Famicom game Tactics Ogre: Let Us Cling Together, released on PlayStation Portable. The North American and European versions keep the original Title: "Tactics Ogre: Let Us Cling Together". The PSP remake presents several changes compared to the previous releases. New characters and events are included, and the script has been re-translated. Most importantly, the remake severely downplays the effects of a character's death in battle, giving players extra opportunities to keep characters alive even if their hit points have been reduced to zero in battle. The previous releases permanently eliminated characters once their hit points had been reduced to zero in battle. The remake also adds a crafting system and completely revamps the experience system, giving experience to all the party members after a battle, instead of giving it to single party members after executing individual actions


Also in series

Tactics Ogre: Reborn
Tactics Ogre: Reborn
Tactics Ogre: The Knight of Lodis
Tactics Ogre: The Knight of Lodis
Ogre Battle 64: Person of Lordly Caliber
Ogre Battle 64: Person of Lordly Caliber
Tactics Ogre: Let Us Cling Together
Tactics Ogre: Let Us Cling Together
Ogre Battle: The March of the Black Queen
Ogre Battle: The March of the Black Queen

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Final Fantasy Tactics? I don't know her

Played on the Vita. Love the world, aesthetic, characters, and tactical combat. Wish the balancing was a bit better.

For me, it's not as good as Final Fantasy Tactics (but what game is? ^^) but still a fantastic tactical RPG. The story starts out very interesting and has more of a political focus. There are character-based stories and twists, but these tend to happen in the background. Towards the end I found the story rather confusing and the actions of individual characters rather questionable (especially those of the main character's sister) but it was motivating throughout. I thought the job system with the cards was great, changing classes felt really important. The music was rather inconspicuous but not bad either, but still a bit disappointing considering that Sakimoto was the composer here.

One of the rare Jrpgs where i felt the battle system had promising depth, sadly the story goes nowhere and none of the choices matter, its super shallow in that regard, and the combat while having a decent amount of depth into it, still feels monotone and shallow, it discourage creativity and tactics and instead encourages streamlined mechanics and stat checks, eventually i finished it and had a good time, but looking back at this, its absolutely not a good game, middle of the road.

Characters are a hollow husk, they have the personality of a rock, this i guess was one of my reasons for me not caring about them, and game has way too much reptition, not only the combat system is slow and lacks creativity it also forced me to fight the same trash mobs until i get to the bosses, instead of artificially bloating the game with trash poorly designed boring encounters they could've at least cut that and put more time into polishing the gameplay.

Oynadığım en iyi strateji oyunu falan.

O jogo tem uma história e personagens interessantes. A intriga política é ótima e o combate é satisfatório, porém o sistema de classes e aspectos do combate mataram o jogo pra mim.

As missões obrigatórias todas tem como objetivo matar um personagem só, o que torna a melhor estratégia ignorar todo mundo e atacar ele, especialmente se ele for um mago ou archeiro, que no caso você pode matar em um golpe especial só. Já as random battles são extremamente longas, algumas chegando a 1h de duração. O design de algumas lutas em que vc pode ter até 12 personagens, enquanto em outras apenas 5 ou 6, torna dificil upar num jogo que já não respeita o tempo. Além disso, o jogo não tem muitas classes e é complicado misturá-las.

Apesar disso, o combate é satisfatório, e a história e os personagens torna tudo mais interessante.

Parei de jogar perto do final, quando uma luta de 1h de duração ia ser perdida e eu percebi que teria que upar antes de adiantar, perdendo ainda mais horas.