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Tactics Ogre: Let Us Cling Together for Sony PSP is a critically acclaimed tactical RPG from Square Enix, featuring a complex Non-Alternate Turn System, a branching narrative shaped by player decisions, and over 100 hours of gameplay. With hundreds of skills, diverse job classes, and a dynamic battle engine that bends time, this portable classic delivers deep strategy and replayability, perfect for discerning gamers who crave both challenge and story.
| ASIN | B003YVK5T8 |
| Best Sellers Rank | #42,257 in Video Games ( See Top 100 in Video Games ) #211 in Sony PSP Games |
| Compatible Video Game Console Models | Sony PlayStation Portable |
| Computer Platform | Sony PSP |
| Customer Reviews | 3.7 3.7 out of 5 stars (237) |
| Date First Available | August 11, 2010 |
| Global Trade Identification Number | 00662248910321 |
| Is Discontinued By Manufacturer | No |
| Item Weight | 2.4 ounces |
| Item model number | 91032 |
| Language | English |
| Manufacturer | Square Enix |
| Number of Players | 1 |
| Product Dimensions | 1.1 x 6.3 x 2.52 inches; 2.4 ounces |
| Publication Date | February 15, 2011 |
| Rated | Teen |
| Release date | February 15, 2011 |
| Type of item | Video Game |
| UPC | 662248910321 |
T**C
Amazing Game, But It's Not FFT
First of all, let's get this out of the way. Tactics Ogre is an absolutely incredible game. You can absolutely tell that the guys behind FFT were behind this remake. The musical score, combat system, storyline, and dialogue are all very similar. And yes, I know Tactics Ogre came first but I'm writing this from the perspective of someone who played FFT long before knowing Tactics Ogre even existed. I got the game about three days ago, and have already logged close to ten hours of playtime. It's very addictive, and fun. As you can see, I rated it a 5/5 because it deserves nothing less. With that said, if you're a diehard FFT fan (like I am) and you're wondering if Tactics Ogre can sate your hunger for FFT2...well it doesn't quite cut it. Whether Tactics Ogre or FFT is better has been discussed more times than I can count, but personally FFT is ahead by far. One of the most common "advantages" I heard about Tactics Ogre was that the combat is far more "tactical" and the battles are more difficult. Quite frankly...I don't see it at all. I'm in Chapter 3, and I haven't leveled outside of a story battle once and I've steamrolled through every fight. The only fight that gave me a problem was in Chapter 1, where I had to save an NPC who kept running directly into the enemy and dying before I could heal her once. I remember playing FFT, and getting my ass beat in Dorter Trade City about an hour into the game. I don't see the challenge that everyone was talking about. You get the equivalent of Orlandu in FFT in the first Chapter in Tactics Ogre, Canopus. He kills any nonplate wearer in 2 hits, has ridiculous movement range + flight, and about six rounds into any fight you'll unlock his finisher which hits for well over 100 damage in the first Chapter. Since most early fights objectives are to kill the leader of the other team, you can literally just stall a few rounds, have Canopus shoot them once, and then use his finisher and it's automatic victory. In my opinion, FFT's combat system was far more intricate and involved...at least until Chapter 4 when you got Orlandu. Every FFT fans knows the names Dorter Trade City, Golgarand, and Riovanes Castle because quite frankly, FFT kicked your ass and forced you to find a way to win. In Tactics Ogre...there's really not much of a challenge if you just let the enemy come to you. Going further on the challenge, the AI is unspeakably bad. If you have a character with 1 life standing right next to the enemy, the enemy AI will simply ignore him and attack another character with full life. This is most noticeable when you have a melee class at low life, and you have a caster with full life next to him. The AI will always attack the caster, with no exception. To date, I have not seen an enemy not attack a caster when given the chance to do so. Again, if you recognize this fact this can make battles incredibly simple. Here's another one. There's a skill in the game called Phalanx that reduces incoming damage by 90%. However, I found that the AI takes no note of this whatsoever, and would regularly attack my Phalanxed character for 1 damage instead of hitting the guy next to him for 40. The AI also has no sense of impending doom. If they are at 20% life and their healer is in the back, enemy units will still charge your line to attack you. I mean, FFTs AI wasn't perfect but it rarely made mistakes like this. Also, the graphics leave something to be desired. FFT was just utterly beautiful, and Tactics Ogre in contrast looks like a Super Nintendo game. Yes, graphics aren't everything...but they are something. However, Tactics Ogre runs far better than FFT: War of the Lions for the PSP. That games slowdown made it nigh unplayable at times, but Tactics Ogre runs extremely fluidly with no hiccups at all. For some, that alone may make Tactics Ogre superior to the PSP port of FFT. So, I know some of you will bash this review because it's more of a comparison between two great games rather than a review of Tactics Ogre in its own right. However, I think it's important to understand that most people bothering to pick this game up are Final Fantasy Tactics fans. Whether or not it was the first, FFT popularized the sRPG genre and is still the golden standard to this day. With that said, this is for all you FFT addicts out there. You will love this game, but the entire time you're playing it you'll find yourself missing that simple joy you felt through your first playthrough of FFT. In any case, wonderful game and I hope there are more like it in the future.
M**R
A Classic Worth Your Time
In Japan, this remake's subtitle was "Wheel of Fortune" (the tarot/fate connotation, not the game show). True to its name, Tactics Ogre: Let Us Cling Together beautifully weaves themes of time, choice, and causality into gameplay and story. What I love about this game is its levels of engagement. You can spend as much or as little time on this revitalized classic. The main story takes about 40 hours, but side quests, dlc, and bonus dungeons can add up to 100 hours, and the possibilities are endless with the World system. However, I assure you can beat the game following the main campaign, with occasional side battles, and buying only from the equipment shop. Crafting, side quests, and new classes (which many people have complained about) are not necessary to get through the game, but are available if you desire to enhance your experience. But like any rpg, if you want the best gear or heavily customized characters, then you have to grind. Tactics Ogre can be an addictive time sink or an rpg with reasonable length and an amazing story. The choice is yours. The two godsends of this game are the World and Chariot systems. At first, I avoided Chariot as a matter of pride, but instead of degrading the gameplay, Chariot minimizes any frustrations in battle and makes the game enjoyable and reset-free. The World system is like an advanced New Game+ where you can keep most of your progress (levels, gear, etc.) after you beat the game, but you can also go back to ALMOST ANY section of the game. Now I can explore the major branches in the storyline in Tactics Ogre without starting from scratch. Add in the ability to quick save in battle and you can play or interrupt the game anytime, anywhere. I hope future games will adopt similar features. Although TO has an above average learning curve because the menu navigation and gameplay are not always intuitive, the game has extensive tutorials and--let's face it--in this day and age, an internet search can answer all your questions. Square-Enix has done another wonderful localization and I won't bother flooding my review with praises of Tactics Ogre's story, which is of a caliber few games have matched. Although some of the name changes might irk fans of the original, these and any other criticism are quibbles, in my opinion, compared to the overall quality of the localization. Note: If you are interested in the story, I recommend watching the title screen cinematic before you start the game and checking the Warren Report often. Like FF Tactics, Tactics Ogre's supplemental material enhances the plot.
N**Y
A truly amazing game
Prologue: Tactics Ogre. If you're like me, you've heard the name before, listed as one of the best SRPG's ever. I've always heard about it, but never had a chance to play it. When I saw this on Amazon, I jumped on it right away, and let me tell you, it's not something I regret. The game is beautiful (remember, it's a remake of an old 90's game), the music is outstanding, and the whole plot is mature yet interesting. This game has a LOT to offer you, and is quite demanding on your free time. If you're unsure if this game is for you, read on. STORY: The story is what you'd expect from a tactics game. It's full of political intrigue, personal grudges, and the conflicting natures of comrades. It's very well written, and the dialogue is tight. If I had to say there was an age group for the game, it'd have to be 15+. There's A LOT of political dialogue that alot of younger kids would probably label as "boring". Don't come into the game if you expect some 12 year olds the save the world from evil villain with long hair, you won't get that here, The game also places a heavy emphasis on YOUR choices. What you do WILL affect the story, which paths you take, which characters you get, which battles you may or may not fight, etc etc. If you're a completionist like me, you may be freaking out right now, but here's the great part: once you beat the game, you can go back to ANY mission as re-do it, and go a different path. There is NO WAY you can permanently miss anything with this system. GRAPHICS: I won't take long here. It's what you expect from a remade PlayStation 1 Game. Nothing about the sprites will amaze you, they're low res, no nonsense. The terrain is low res as well, and doesn't really stick out. however, don't let this fool you, as graphics don't make or break a game, they do what they strive to do while keeping true to the original masterpiece the developers imagined. However, I feel that character portraits and battle skills (such as magic) deserve praise. Seriously, the portraits of the characters are very well done, very Final Fantasy Tactics, but much more mature and less cartoony. And the battle skills.. Wow. This blew me away. The battle skill effects are simply amazing. They look good, and they often has some amazing animations. Go look at the amazon video, they're simply that good. SOUND: The music in this game is amazing. It captures the feel of the game perfectly. In the game, if you're in a tense battle, the music will reflect it. The world map theme is quiet and calming. Not much more to say about this except that it's quite good. GAMEPLAY: Wow. This is like Final Fantasy Tactics with 10X more customization. Heck, even more so. There's hundreds of skills, augmentations, spells. It's ridiculous. Battles are difficult, and what you'd expect from the genre. You get a large number of troops, and tactically control them to defeat the enemy's troops. What NEEDS to be mentioned here is the chariot system. You can rewind the battle up to 50 character actions. This may make it sound like the games too easy, but it's not. It has PERFECT use in the game. It allows you to try different strategies without having to reset your game and redo the fight. And before you think you can rewind a characters turn over and over until they hit or do a critical hit, think again. If you miss the first time on that unit, you'll miss every time after. You can't cheat the system. The ONLY negative thing about this game is the menu's. They're horrible. You can't easily check if you already have an item you want to buy at the shop, you can't check if it's stronger, if you buy a spell you can't check if your ally has already learned it. Menu's are hard to navigate, but this is a flaw you'll get used to. I had to take off one star for this though, because it is such a glaring flaw. In the end, I would recommend this game to ANY rpg fan, and ESPECIALLY an SRPG fan. You won't be disappointed, I promise. It is one of the best games I have ever played.
N**W
Though I had fun for the first 10 hours...I ultimately just didn't enjoy this game.
These are the 3 things that I didn't like about Tactics Ogre: Let Us Cling Together 1) Classes: They handle far too similarly for my tastes. RPG games that pre-date this game by 5-10 years have more abilities per class. My personal issue is that I do not count having a separate skill for resistances to each element as being a separate ability. Resistance is resistance. Take out Augments and Resistances and you are left with some pretty dry archetypes. 2) Amount of characters in your party: 10 is too many for me in this type of tactical RPG. I just felt like even the simple fights took too long. Especially with similar handling for all the melée characters and another type of stock handling for all the magic classes. That made the 10 characters feel even more tiring and repetitive than they already were. 3) The storyline: I do not like the translation. It is boring to me. It is the most accurate English translation to date but that is not necessarily a good thing. The original Japanese simply has more punch with these particular words than English does. In a case like this, it would be more fun to scrap a lot of the original Japanese language and use English words that have power and/or personality, even if they are no longer faithful to the original Japanese script. Final Fantasy Tactics went through a similar watering-down when the PSP English version remake came out. The script was a lot closer to the original Japanese intention but it was also more boring than the PS1 English version! The PS1 English version was often crude and nonsensical in its English translation but sometimes, crude works when you want to be entertained and just have fun. Since you cannot give an English translation the same feeling as the original Japanese language, giving the translation a unique English feeling is better than a more accurate but bland imitation of the Japanese feeling.
K**U
A good game if it didn't drag on for so long
There are several things about this game that can make it really fun or really boring for gamers. First off, I want to say that this game is a remake of a PS1 version and I never played the PS1 version, so forgive me for whatever discrepancies I commit. I'm a military member and in 2010, I was deployed to Afghanistan. During my tour, I saw this game on Amazon, but I didn't buy it until my second deployment in December of 2011. I beat this game in... I think 17 days? I absolutely feel no urge to replay it in any way, I even remember feeling abhorrence for it towards the end. Personally, I feel like because I played FFT before, it kind of killed part of the storyline in TO:LCT for me. I probably would have appreciated the story more if FFT and TO:LCT weren't so similar. Both stories are pretty much the same with the political intrigue, the heroic group of heretics, and the truth behind accepted dogma. The storyline is great and if this review was based on storyline alone, then I could see why people say this game is better than FFT, but alas, it is not. One of my... uh... petpeeves about the story though is flaws in the character development. In this game, I just can't see how certain characters got along at all (like certain childhood friends...). This game has a system called The Chariot System, which I think is a bane on SRPGs. Who in their right mind lost any of the battles when you can "go back in time" and redo certain decisions? Some people will tell you that "if you missed your attack the first time, you'll keep on missing; you can't cheat the system". These same people probably also didn't realize you can cheat the system, and that you can attack from four different directions; if you missed your attack the first time, just stand in a different spot and attack again... Hell, you can even chain critical hits together this way. Some of you may say that I'm "cheating" this way, but it's part of the game mechanic, I didn't do anything but used the tools they gave me. Saying this is cheating is like saying dual-casting spells in Skyrim to stun-lock the crap out of every cheating; you gave me a gun during a sword fight so I shot the guy. Anyways, as for class development, I do love the idea of having the overall class level up rather than individual characters. For those that don't understand, in the game, if you have an archer and he goes to battle. Even if you have 10 archers in reserve, if at least one goes into battle, then the overall archer class receives EXP points and levels up. To prevent mismanagement though, only characters that go into battle receive skill points, which is ingenious and extremely useful. As others have mentioned, however, this also creates a rather tedious cycle of grinding up new classes as you get them. Plus, there was no reason to just stick to one specific class throughout the whole game, it's not like the other classes actually gave useful passive abilities or anything. If you have a group of four archers and two priests, pretty much no reason to use any other classes except to be different. I tried to be a bit different with my main character and have him level up as a dragoon, knight, archer, beserker, and finally ninja. Aside from some exceptions, pretty much all the abilities from these other classes were lackluster. Hell, the only use for any of the dragoon abilities were to fight monsters and dragons, which only appear in about 1/3 of the battles; if that sounds like a lot, it isn't when you consider the dragoon class is absolutely weak and worthless otherwise (I swear to god, if another person tells me the advantegous of the whole spear attacks thing, I'm going to yell "ARCHER ARHCER ARCHER"). Speaking of which, each character can only have 10 slots to put specific skills they learned from other classes, both passive and active. That means that those four skills you learned as a dragoon to kill dragons and beasts? four slots gone if you want all of them. There are LOTS of useful skills, but chosing only 10 was really restrictive and ultimately, prevents the player from having a "well rounded, prepared team". I ended up using ninja the most because I thought "archer" was such a sucker class for the commander of heretics, so I did ninja. The ninja class is one of the fastest classes that can move the furthest(square-wise) and jump the highest and they can hit twice in one turn, so at least it gave archers a run for their money. And then... towards the end, when I was pretty much dead tired of grinding... the main character gets a unique class called "Lord"... which basically allows you to combine any of the abilities and skills of the other classes to your liking. Oh wait, I didn't mean that at all...... not all skills can go on the lord class, and just like every other class, you need to pick and choose one lackluster skill after another. I ended up just using Ninja anyways because grinding just sucked at that part... you're talking to a guy who, when playing FFT, was level 38 before the first major story battle (were everyone was like level 8 or 10 or something). Also, the alchemy system... or whatever it's called where you craft your weapons. So first you have items to make a sword out of right? You refine those items. Don't have enough raw material? Don't worry, you can buy 90% of the raw material directly from the guy you talk to to do the crafting anyways. Once you have all the materials, craft the sword you want. Oh? Did it fail? Load last save file. Oh, did it fail again? Load last save file. Oh, did it fail again? Man you have bad luck, but just load last save file. Get the idea? Good, because that's how you get the best weapons in the game. Oh, you need to refine your raw materials? Good, good, we won't include a bulk refinement system, so you'll have to refine one ore at a time for 25 iron ores. Go ahead, start pressing whatever buttons you want, no bulk refinement system. That's just too easy to implement, but the more time you spend in the game means the more you enjoy the game right? So you'll just be stuck here in the crafting menu for the next 45 minutes. Good golly, you must love this part. The worse part of the game for me was how ungodly long it was. I tried to be patient, but most of the story you can see a mile away, dragging the storyline through eight fights that lasts half an hour each doesn't exactly scream "dramatic build-up in narrative". I do appreciate the attempt at diverging storylines, but it didn't exactly diverge as much as it... um... didn't.... I mean certain characters die based off of your decisions, certain ones leave your party and whatnot, but it didn't change the storyline at all. If I wanted to compare it to anything, it would be the Mass Effect storyline for Mass Effect 3, the ending of both this and ME3 completelys negate whatever "decisions" you've made throughout the game(s). Overall, the game is fun if you like to spend upwards of hundreds of hours to level up and create unique characters. I would have invested less time in it if I could, but despite rushing every battle just so I can complete the god-awful game, I was stuck in the last dungeon for FOREVER because they literally pit you in a chain of battles that each lasts 30 min - 1 hour long right before the final boss, who was freaking CAKE compared to the preceding conflicts. What really started to chip away at this game for me, though, was the little things that extends the game play and story needlessly. If you like it, though, good for you; it just wasn't my cup of tea.
J**G
Not the way it should have been
I just finished the game, but this game is definitely not designed for people who play the game. Great Story and Characters? Yes. Great Music and Visual? Yes. Great System and user friendly? No. Everytime there is new companions joining The game forces you to do same stuffs over and over again just to raise new charcater and job classes to the level of your already well formed army. The new item crafting system is such a non-sense, and it should have never been included in 21st century game. It is useful gamewise, but it often takes you 30 minutes to create one item alone.(not even good one) Also there is chance of failure which can be overcome simply by saving and loading, again makes the chance pointless but annoying. This game is worth your while only if you have lots and lots of extra time to spend, I would say about 200~300 hours. Otherwise, it will only stress you out even if you are a hardcore fan of this game. It`s a game based on one of greatest classic title so it still brings some fun it always had. However, it is fixed in such a wrong way to vex the players, I think creators of this game don`t care about players at all. (or the creators of this game believe everybody, including old fans who are now probably 25~35, has hundreds of hours to spend on mindless chore)
D**R
Worth a long wait!
I loved FFT when I first played it why back in the early PS era. When I learned that there was a predecessor based on the great Ogre Battle SNES game, I tried to track it down, but it was a limited release even in remakes it seems; I never found it until this version. I understand that there's been some updates here, a bit with graphics and the skills system was added, along with some other gameplay changes. As said, I've never played the original, but somehow this game exceeded my expectations. I've been playing obsessively since I got it, and if you are at all a fan of the genre I recommend it without reservation. Compared with FFT, there is slightly less emphasis on building the perfect unit, and more on the best army. Battle sizes can be larger (ranging from 6 to 12 units on the playes team at a time), and some classes have abilities that rely on positioning moreso than in Tactics--such as knights restricting enemy movement, thieves getting a bonus to attack from behind (well beyond what others get), certain auras that benefit nearby units, etc. But as other people have pointed out, you can't take the best abilities from different classes and merge them (much--in a couple cases like Dragoons with Rampart Aura I could use a skill learned elsewhere, but these are exceptions). I wouldn't say FFT or TO is better in terms of gameplay, but the focus changes a bit and it is refreshing. I don't find that all the classes play the same, either--use a rogue like you would a knight and you won't have them around for long. Rogues need to dart in when the get a chance and then run back behind the knights who have the skills to stop pursuit. There are some similar classes, though. The difficulty of this game is just right. Most of the time I'm not sure if I will win a battle--I need a stroke of luck or expenditure of precious resources to get by without anyone losing any hearts from a guy (three strikes and a unit is gone for good) or even needed to restart. Fortunately the turn order listing and chariot tarot replay makes this difficulty forgiving if you need to take an informed risk or make a mistake--I back up a turn if I didn't know an obstacle would block my spell, for instance. And any random battle can be fled without penalty. The story is great also. Disgaea's comic story never caught my attention for a moment. Better Tactics Ogre that risks losing me in it's machinations than Disgaea's gonzo anime antics that don't make a lick of sense (imo). I also think it is superior to FFT in that the enemies stay more or less human forces, rather than the too common demonic forces. There's demons & monsters to fight here, don't get me wrong, but the plots are driven by humans with conflicting visions and goals rather than being possessed puppets of evil forces. And while I haven't yet finished the game (chapter 4 so far), I'm already looking forward to seeing how the divergent paths will play out in subsequent play-throughs. Finally, the cons-- The graphics are dated, obviously. Think of it as a board game rather than a video game if you need to, its worth looking past the SNES era sprites. The menu navigation hasn't bothered me much, so I think that's over blown, though there certainly is a lot of button pushing. And I agree that the crafting system is poor; basically it is a time sink. It would have been better to force you to choose how to add your rare components than make most parts purchasable but give a risk of failure. But the gear you can craft isn't essential so if it bugs you you can skip it.
M**Y
Awesome game, BETTER THAN FFTACTICS
Okay, I normally don't take the time to write detailed reviews about games, but I feel like this one is worth it. I am a huge fan of strategy RPGs, and this game is one heck of a strategy RPG! Don't get me wrong, I adore Final Fantast Tactics and all of its spinoff games, but in my opinion this is just a superior game. When it comes to strategy RPGs, it doesn't get better than this. Graphics: 8/10 This game features completely hand drawn portraits and crisp, sharp menues. The sprites are largly unchanged from this games original release over ten years ago, but they have definitely been polished up and tightened. The spell animations are great and there is virtually NO lag time, a flaw that plagued Final Fantasy Tactics: The War of the Lions. Sound: 8/10 Not a lot to say in this category. The music definitely fits the game and the scenarios, and is beautifully orchestrated. There aren't many absolutely outstanding tracks, but there aren't really any bad ones either. Gameplay: 10/10 This is where TO:LUCT REALLY shines. The gameplay is very detail oriented, and EVERY decision effects the course of the battle. Everything from the Type of the terrain to the elevations can effect the outcome of your decisions and influence them deeply. This is what a tactical RPG SHOULD be, a game where you must use every detail of the landscape to your advantage. Overall: 9/10 This game is GREAT, a real standout title for the PSP. It does have a couple of minor flaws (Not being able to compare weapon stats before purchase-ftw?) But other than VERY minor complaints such as this, this game still stands as a beacon as to what a good, classic RPG should be. Hopefully other game developers will take heed.
A**R
Tactics games don't get better than this
Tactics Ogre: Let Us Cling Together is the ideal tactics game for those who loved the oldschool classics (they just don't make them like they used to, right?) not only because it keeps the good parts, but because it innovates in areas that you may not have expected. The "Chariot" tarot card, for example, allows you to "undo" back to a previous character move during a battle, allowing you to take big risks and then try again from a very specific point. But this isn't just a regular undo, because it actually creates an "alternate timeline", without deleting the progress you made originally, in case your new plan doesn't work out. Another huge feature is that "classes" (Warrior, Archer, Knight, etc) are upgraded separately from individual units. As long as one unit of that class wins a battle, that class (and therefore everyone who is or will become that class) receives the boost along with it. This saves an enormous amount of "grinding", trying to make sure all the units of the same class are equal. However, individuals still earn "Skill Points" by themselves, so you can't rely entirely on the class upgrades while sitting out the new guys. Skill Points are spent to gain new abilities and upgrades that stay with you regardless of your class. It takes getting used to because pretty much every other RPG is so filled with grinding, but once you understand it you'll love it. The massive story is finally presented with great writing and dialogue, removing the awkwardness of translation and making the characters come to life -- this is vital in a game that's so story-heavy. Major choices need to be made by the player along the way, and I've found that it seriously makes a difference. I also believe that the "Chariot Tarot" can be used to create alternate timelines in this sense as well, allowing you to test out different story paths, not just different battles. This eliminates the need to go back and fiddle with old save files. Overall, this game is masterful and perfect for a portable system. If you know you love old style tactics games but you're just not sure if this one is worthy of your money, have no fear! It truly raises the bar in more than one way, and will definitely become a cherished favorite.
M**Z
Juego sellado y en excelente estado en pleno 2020!
Excelente! En pleno 2020, Amazon tenia este juego cerrado. El envio tardo aprox una semana. Llego en excelentes condiciones y a un precio increible! Vale la pena andar cazando juegos retro.
1**1
北米版が完全版
一年経ってから日本版・北米版購入して 両方プレイしました。 日本版とは違うところはかなりバグが修正されており、 謎補正はなし、レベルアップボーナス(約0.1くらい)、アイテム引継ぎプレイ不可 合成率アップ、DLCは最初から入っている 最近気付いたところはエキストラバトルが日本版は6名のところが 北米版は7名に変更されている模様。 補助魔法は改良されてぜんぜん使ってこないので戦闘は快適です。 そのかわり攻撃が激しく難易度は増しています。 カンストはほぼ無理なので、普通に一職だけでプレイしています。 固有キャラの魅力がでてきます。元からステータス高いので育てずそれなりに強い。 ○ボタンと×ボタンの決定とキャンセルが北米版では逆になっています。 変更不可なのではじめは慣れが必要です。たまに日本版やるとよく間違えます。 バグではありましたがアイテム引継ぎだけは残して欲しかった。 その代償としてやりこみ率が大幅アップ。時間がある方は是非やってもらいたい。
T**M
Let us cling together - wie "War of the Lions", nur besser
"There is blood on my hands - how long till it lies on my heart?" Tactics Ogre stand bis vor wenigen Wochen noch auf der stetig schrumpfenden "To-Play" Liste meiner, langsam in die Jahre kommenden, PSP Fat. Gerade die hohen Wertungen machten mich auf dieses Spiel aufmerksam, das zuerst wirkt wie ein grafisch abgespecktes "Final Fantasy War of the Lions". Man sollte sich hier allerdings nicht foppen lassen, denn gerade der deutlich fairere Schwierigkeitsgrad, der nettere Zugang und die besser gebalancte Lernkurve sorgen für deutlich höheren taktischen Spielspaß. [Das Kampfsystem] bildet natürlich das Herz des Titels. In festgelegter Reihenfolge - je nach Schnelligkeit der Figur - wird die, bis zu 12 starke Miniarmee Runde für Runde in das feindliche Territorium gelotzt. Im Gegensatz zu FF Tactics mag die Anzahl der wählbaren Rollen etwas kleiner erscheinen, entfaltet sich aber durch Sonderklassen als viel größer und deutlich besser zu handhaben. Der Titel setzt kaum auf ödes Grinding und hat selten wirklich fiese Kämpfe (bei FF Tactics WotL sind manche Gegnerstärken- und Aufstellungen wirklich zum PSP-Beißen). Alle Klassen haben ihre Berechtigung und obwohl Zauber weniger bombastisch ausfallen als bei anderen Spielen des Genres, wachsen einem die rekrutierbaren Einheiten deutlich mehr ans Herz. Was vor Allem hervorsticht ist das gelungene Level-System. Da eine KLasse anstatt einer Figur levelt, könnte notfalls 1 Figur abwechselnd 2 Aufgaben übernehmen und zeichnet sich lediglich durch die bereits erlernten Talente aus. Dies ermöglicht einen besseren Wechsel, wenn man plötzlich die Möglichkeit bekommt einen einzigartigen Charakter zu rekrutieren, der viel bessere Standartwerte besitzt als die bis dato verwendete Figur. Es ist demnach leicht möglich auch noch sehr spät signifikante Änderungen an der eigenen Aufstellung vorzunehmen. Ausserdem wird viel Wert darauf gelegt die einzelnen Figuren mit passiven und aktiven erlernbaren Fähigkeiten auszustatten, von denen jede Klassenrolle gleich einige Dutzend besitzen. [Die Story] sollte mit Vorsicht genossen werden. Für sprachlich gewandte Spieler, die der englischen Sprache mächtig sind, entfaltet sich nach und nach eine wirklich gelungene abwechslungsreiche Erzählung mit einer fast perfekten Anzahl an möglichen Entscheidungen. Die Story ist, auch für den Spieler während des Spielverlaufs sichtbar, in eine Arte Raster eingetragen, dass sich seitlich zu immer neuen Entscheidungsmöglichkeiten verzwigt. In jedem der großen Akte hat man eine große Entscheidung vor sich, die einen neuen Strang der Erzählung öffnet und dem Spieler eine andere Möglichkeit des "Schicksal" präsentiert. Durch das Beenden der ersten Hauptgeschichte bekommt man dann die Möglichkeit zu ausschlaggebenden Momenten zurückzuspringen und zu erleben, welche anderen Entscheidungen welche Auswirkungen haben. Dies verleiht der Spieldauer nicht nur bemerkenswert hohe Ausmaße, sondern beleuchtet die Geschichte auch von immer neuen Blickwinkeln. Wirklich gelungen ist jedoch, dass die hohe Anzahl an besonderen Charakteren (Einheiten mit besonderem Aussehen und erhöhten Werten und Klassen) aktiv das Geschehen beeinflussen, indem sie mitten im Kampf je nach Situation Dialoge mit den Feinden beginnen und eigene Persönlichkeit ausstrahlen. [Online] ist kaum der Rede wert. Der Onlinemodi bietet die Chance die Formationen anderer Spieler herunterzuladen und diese gegen einen Computergegner zu spielen. Das Feature ist, wenn auch vorhanden, qualitativ kaum zu beachten. -> Fazit Wer an Spielen dieses Genres eine Freude hat, der findet in "Tactics Ogre Let Us Cling Together" einen Zeitkiller, der die eigene PSP nochmal um viele Stunden erheizen sollte. Der Titel ist nicht ohne Grund der König des Genres und hat gegenüber Serien wie Disgae und FF Tactics (in meinen Augen) in vielerlei Hinsicht den entscheidenen Vorteil, dass er genauso zugänglich wie komplex ist ohne jemals wirklich unfair zu werden und gleichzeitig mehr Handlungsfreiheit ermöglicht, als jeder andere Vertreter seiner Klasse.
J**A
¡Producto completo!
Es videojuego es tal cual la descripción y se entrego en tiempo y forma.
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