Reviews from

in the past


Upon reaching the end, I feel like I've been the protagonist of a great journey, where my choices defined the course of an entire nation. The gameplay is addictive, the character arts are beautiful, and the dialogues deviate considerably from the standard found in today's RPGs.

Pretty different while also still feeling similar. I liked the level caps.

Quite possibility the most boring and tedious game I've ever played in my life

I want to love it but I honestly just can't.

A game that on paper I should absolutely enjoy but just has never clicked with me. Dropped after a little over 20 hours, with this version being my third attempt to play this game.

There's some slight remixing that I felt were for the better. Character progression has been sped up significantly thanks to how leveling works now. Magic users for example now get access to crucial skills like Meditate much earlier than before making the beginning of the game much quicker. Buff cards are added into the battle that add a great random effect and can make battles quicker and more exciting.

Some other changes are a bit more puzzling. I'm not sure why the level cap is in there or what purpose it is supposed to serve. It feels especially egregious because the difficulty of this game felt quite brutal compared with the previous version. Some of the fights feel unreasonably hard - especially the castle fights where bosses start out with an insane amount of buffs in addition to their stats. Even when you hit the level cap the enemies are still 1 to 2 levels above you. I'm not sure exactly how much of a difference that makes but often times I was getting crushed so easily that it felt like I was playing the game wrong in some way. I don't know why the game took away the option for me to brute force my way through if that's how I chose to play it.

My other gripes with this game haven't changed. I felt like the game gets repetitive pretty quickly. I don't feel like there's much diversity to the level design between missions and maps seem big for the sake of being big. Some maps get replayed multiple times and the enemy layout becomes quite monotonous.

The class system here didn't do much for me either. I've never liked how classes operate in the Ogre games and this is still the case here. I didn't feel like there was much individual build variety with characters. Give or take swapping out a few contextual skills I didn't spend a whole lot of time tinkering nor did I feel like I was rewarded for the times when I did do it (again, what's going on with this game's difficulty?).

The plot in this game I've always really wanted to like, but while the world is interesting I just found the story itself boring. I felt like the game lacks a human anchor to help me care about the world politics. Dialog became a tiresome listing of factions and families while I was wishing for a little emotion from a character.

This is definitely an excellent game but just not one that I could connect with. I probably would have finished it if it wasn't so frustrating and repetitive.

I love what this game attempted to do... I really do. For what was originally a SNES title, this game was incredibly ambitious for its day. I was shocked at the mature storytelling and themes it tackled as I progressed through its lengthy campaign...

The many different characters and their motivations, political history, and the game's world can be fascinating, albeit a bit overwhelming, especially at the beginning. I was consistently referring to the game's Warren Report - which is essentially an encyclopedia of events, history, important plot points, characters, and lore just to keep up with all the names & places being mentioned.

Combine that with multiple different choices/paths, recruitable characters, and endings, I am a bit shocked at how much I just didn't like it by the end... and even now, I sit at the end dungeon in Chapter 4, a handful of hours from the game's conclusion, but I just don't really have the fortitude to continue on to the game's ending. I just feel kind of done with it. And this makes me incredibly sad...

I appreciate what was attempted here, and being a huge fan of Final Fantasy Tactics, I can still respect Tactics Ogre as being a cornerstone in paving the way for the tactical RPG genre... but unfortunately, there were just too many things that bothered me to truly enjoy this title.

Firstly, let's start with the characters and story. Some of the character motivations are head-scratching at best... I couldn't get over a certain decision made at the end of Chapter 1 and the lack of impact it had... I think with the appropriate build-up, this could have been an incredibly groundbreaking moment, but instead it felt forced and a bit silly. Some actions just didn't feel believable to me, especially with the game presenting it as a choice for our main "hero". And don't get me started on the two "childhood friends": Catiua and Vyse. I absolutely despised these 2, almost from the very beginning... and as the game wore on, they just kept getting worse and worse. They never once felt like "friends" and the decisions some of these characters make and the choices presented were infuriating and/or laughable at times.

I feel that they just didn't work well, and that Matsuno re-attempted it (in a much more believable way, and with greater success) in Final Fantasy Tactics with the character, Delita Hyral. In each and every way, whether it be story, characters or gameplay, I just couldn't shake the feeling that this game was a rough draft, beta version, and an overall inferior product to FFT.

All in all, the game's plot, characters, and themes were so very close to being great... I loved the localization and dialogue presented, but I feel it was a bit overly ambitious and just couldn't reach those legendary heights at which it aspired to reach.

But even saying all of this, I could still have loved this game if only I enjoyed the gameplay... but I don't... in fact, this is where I surprisingly had the most problems with the game. There are so many little things that bothered me where I just found the entire experience unenjoyable. I'll summarize a handful of my issues with the gameplay below:

1. There are too many characters allowed into a battle - I enjoy the party mechanics of having only 4-6 party members in battle like in FFT, but anytime I saw 10+ in this game, rather than feel like it was going to be some epic fight, I braced myself for I knew it was going to be a long, arduous, and boring slog... those 12 party fights were a true pain in the ass to get through. They felt like they took forever... and there are just far too many of them.
2. The first 2-3 turns in combat... they are literally just rushing or waiting to get close to the enemy so you could actually perform actions... dragging the combat out even further.
3. Too much health - Jesus Christ, why does it take so many hits to down an enemy. This shit was ridiculous... nothing ever dies quickly. Neither your team, nor the enemy. With this many characters, at least let them go down fast, I mean goddamn.
4. The level cap mechanic - I understand trying to keep the game challenging and strategic, but there were so many battles where it felt like an enormous waste of time with me getting into 30+ minute fights with no real reward. When fights feel like they're wasting a player's valuable time, I start trying to rush through them.
5. It is all a bit basic - if it wasn't for the other issues, this wouldn't be much of a problem for me, but the intricacies of the combat, and the lack of character abilities/customization, compounded some of the issues I had with it...

I didn't expect to dislike this game as much as a I did... the more I think about it, the more problems I have with it... I'll leave it shelved for now, as I know I'm right at the end. Maybe I'll bump it a half a point if the ending makes it feel like the journey was all worth it, but unfortunately, I doubt it.


An incredibly deep tactics RPG with a great story, with an unfortunately horrible final boss. Maybe the worst final boss I have played in an RPG. Maybe I will return someday, it just really sucks that this is the note the game decided to end on.

Tedioso a más no poder, con mecánicas como el límite de nivel, las cartas o las poquísimas habilidades que hacen del gameplay muy mejorable en comparación a otros juegos de estrategia. Puede que tenga una buena historia, pero se esconde detras de una maraña que simplemente no merece la pena.

Incredibly complex, detailed and deep foray in tactical RPG, Reborn could be considered a 10 years old remake of Let Us Cling Together instead of the SNES original. In truth, all three versions play so radically different it's worth to check each iteration. Reborn adds consistency to the crafting, cleans its hands from the class levels but adds lots of variety with the blue cards in each battlefield. It may look silly at first, but the tactical edge they give is incomparable (and I personally prefer it compared to how it was), It adds depth and gives an incentive to clear up space and develop killzones in certain maps. Not only that, but skills were given a pruning and each character can equip 4 skills, 4 magic spells a piece and that's it, cutting away from the ridiculous builds you had to have in the PSP version. I don't miss putting Anatomy on each unit, thank you.

Still, the postgame (called CODA) is very unfriendly and requires a lot of time and effort. It is truly the game asking you if you really like playing Tactics Ogre: Reborn. The card system is a bit frustrating at times and some bosses really gave me an headache, but it never felt unfair. If you lose a battle it's because there was a tactical mistake here and there. I'll admit though that the game requires the player to actively strategize and spend hours customizing your killing team, which means min maxing. It never feels good to hit a great note in the story just for the next 30 minutes to be spent browsing the shop and buying everything you need (I like doing it but I wouldn't ever recommend it).

I think Reborn has become the definitive way to experience Denam's story and branching paths. The music, the gameplay, the experience has been fine tuned and I'm the happiest about it, I especially enjoyed the voice acting and the rearranged soundtrack. Crossing my fingers for a remake of Final Fantasy Tactics as good as this one, because Tactics Ogre truly was reborn.

I enjoyed my time with it, but was ready for it to be over by the final dungeon. Great remake tho.

Pretty good overall, but I never felt comfortable with the game or believed I really understood the mechanics. I feel like an idiot, but it turns out I was doing everything wrong and physically could not beat the final boss. If I could go back in time with the knowledge I had now I would have a much better time, but as of right now I'm done and will not be coming back.

She tactics my ogre till I reborn

Had fun playing at the first week. I realised how PSP version was better. There's no big change throughout the year. But after playing this title, I came across Triangle Strategy who's way better in every aspect. Still a classic tho

Way better to play than the original but still fucking hard.

Je n'avais jamais mis les mains sur les anciennes versions, donc je découvre totalement cet univers riche très fortement centré sur la géopolitique et les relations entre personnages. L'histoire est complexe et nous implique fortement, avec un certain nombre de choix impossibles qui feront basculer radicalement le destin de nos héros d'un côté ou d'un autre, avec un système d'embranchements assez poussé. La navigation dans ce lore est très agréable, un menu propose de nombreux documents nous présentant tous les personnages rencontrés, même ceux très mineurs, et nous renseignant sur tous les événements qui ont cours dans ce monde.
Je tiens à saluer la traduction française, très bien écrite et qui adopte un style et un ton parfaitement en accord avec cet univers. Difficile également de prendre à défaut le doublage japonais, parfait dans tous les registres.

La direction artistique est somptueuse, elle laisse suffisamment de place à notre imaginaire pour compléter les interactions des personnages et elle permet une lisibilité bienvenue sur le champ de bataille. J'ai adoré les illustrations représentant les personnages, qui ont un style très marqué.

J'ai eu beaucoup de mal à maîtriser le système de jeu, mais heureusement les développeurs ont tout mis en place pour qu'on puisse l'étudier à notre rythme, chacun des éléments de l'interface étant précisément détaillé. Les forces et faiblesses en fonction des types d'armes et d'armures ne sont pas évidentes à assimiler, mais l'aperçu des dégâts que l'on devrait faire aide en ce sens.

La progression dans le jeu est assez particulière, puisque le niveau de notre troupe est plafonné au fur et à mesure que l'on avance dans l'histoire. Le grind à l'excès est donc empêché, et vous êtes à la merci de ce que les batailles à venir vous réservent. La plupart du temps, les ennemis sont plus nombreux que vous et bénéficient d'avantages non négligeables :
- ils semblent posséder un nombre illimité d'objets rapportant des PM que vous-même ne pouvez même pas trouver en boutique et que vous devez donc gérer à l'économie ;
- leur niveau est assez souvent supérieur au vôtre ;
- ils sont déjà boostés par des atouts (attaque physique ou magique renforcée, coups critiques...) qui apparaissent autrement aléatoirement sur la carte.
Ça peut paraître assez frustrant, mais c'est contrebalancé par le Tarot du Chariot, qui vous permet de revenir plusieurs tours en arrière pour corriger une erreur de tactique. Et il faut garder à l'esprit que la plupart du temps, votre objectif est d'éliminer le chef de la troupe ennemie, et donc il serait suicidaire d'essayer de balayer toutes les autres unités. Cela dit, le véritable point de frustration à mes yeux, c'est le facteur chance. Vous aurez beau user de la meilleure des tactiques, il y a des comportements sur lesquels vous n'avez aucune emprise et qui peuvent faire basculer la bataille, je pense notamment aux potentiels alliés que pouvez recruter mais qui souvent se jettent trop facilement dans la gueule du loup sans que vous puissiez rien y faire. La chance est plus rarement de notre côté, mais elle peut être salvatrice (et parfois dans des circonstances que l'on n'aurait pas soupçonnées).
Le jeu étant très long, je conseille fortement de passer en vitesse accélérée après quelques heures de jeu, car même avec cela, chaque bataille pèse bien son pesant d'une demi-heure au moins.
Certains pics de difficulté peuvent aussi décourager tellement ils paraissent insurmontables, mais avec beaucoup de persévérance et en appliquant une tactique sur mesure, on peut y arriver. Mon dieu, ce boss de fin.

Le jeu offre une panoplie de personnages, de classes et de races assez hallucinante, et en s'y penchant sérieusement, cela permet de faire face à n'importe quelle situation une fois qu'on a compris leur fonctionnement, leurs points forts et faibles.

Pour conclure, je retiens une expérience très exigeante mais tellement riche que l'on a envie de persister pour arriver jusqu'au bout, et le déclic qui survient lorsque l'on maîtrise suffisamment le système de jeu est assez euphorisant. La quête principale aurait peut-être gagné à être écourtée, j'ai eu la sensation que la dernière étape, très intense, n'en finissait plus d'en finir. Il me reste encore des quêtes annexes, mais j'y reviendrai peut-être une autre fois, après avoir soufflé un peu.

Bit half and half on this game overall. Parts I enjoyed, parts I did not enjoy. I do not think I enjoy the type of strategy this game provides. I do not care to use the items a whole lot in strategy games I play, and they really make a huge difference. I also do not like grinding battles to get better gear, characters, skill levels and the such. This game prevents you from grinding levels, which I am fine with, but expects you to grind Palace of the Dead and the Phorampa Wood place to get better items and gear and characters to make the story battles easier or trivialize them. Feels contradictory. May as well take the level cap off the game then. Now, I beat the story of this game by doing about no optional stuff at all because the game bored me and I just wanted to see the story. No Palace of the Dead, Phorampa Woods, other side battles to recruit characters, nothing like that. Just the main story. I did chaos route on this blind playthrough, so I am not sure if that is the easiest route or hardest, i'unno. The Oz and Ozma battle I saw people complain about online was not really hard like people said it was, and the final boss of the base game was not really hard either. I just kept hitting the final boss and did not have any issues. When you have 12 people against 1 person, you just end up out-actioning the person and beat them, even if they 1 or 2 shot every person on your team. I'm surprised people said you should do Palace of the Dead before beating the final boss or else it would be too hard or something. I did not feel that. Now, yes the final boss does have a difficulty spike, but if you wail on him you can pretty much brute force through him in both his phases. I read online about ways to cheese him and no I did not use those ways. I did not lob shots, use dragons, solo him with Denam with lord phalanx and first aid, and spam debuffs on him. All I did was hit him with everyone and healed or revived people up when needed. When I stunned him with the two white knights it just happened to happen, and even then I was not lucky with him stumbling a lot. He only stumbled like 2 times the whole fight and kept hitting people.

Pros:
1. This game has a lot of game in it, so if you end up enjoying it you really get your money's worth. A lot of replay ability.
2. When you end up doing an attack that does a butt ton of damage man does it feel good in this game. That, or you end up knocking an enemy off an edge and one shot them as a result.
3. The story in this game for at least the chaos route is good. I do think the story is better than most Fire Emblem games I have played. I do not know exactly why I found myself not to be immersed or caring a whole lot about it except if I saw someone die somehow. I guess the long boring battles took me out of the game.
4. Being able to time travel after you beat the game is really cool to see different events, although I'm sure I will not revisit this game, unless how my brain operates becomes different later down the road.
5. Velocity shift and boost of swiftness is a godsend in this game and I love those two abilities. It made the battles faster for me and made me able to stomach it more.

Cons:
1. The gameplay in battles is too freaking slow, even with the fast-forward option on. I cannot imagine playing the older versions of this game, I would lose my mind. There's too much darn waiting involved.
2. Passive abilities are too strong in this game and may not proc. It's dumb. Passives for everyone should always proc, or they should have been re-balanced to not be as powerful. For the player and the enemy if either procs their passives it makes a huge difference in the tide of the battle. Feels like I'm gambling at a casino rather than playing a strategy game.
3. The blue cards are cool but again are so random on what spawns and how frequently and where. I do not think they should exist. Basically more rng and only strategy is using them if they spawn and are not out of your way to go get in a battle.
4. The level cap is dumb because you reach it so fast with just doing the story battles that it makes the experience you gain useless. This is nothing about wanting to grind exp to make the game easy, I beat the game no problem with some frustrations how it was with no optional stuff. This game is not crazy hard.
5. The volume for at least the English voices were all over the place with earbuds or with a surround sound system. Some people you could hear fine, others were whispering like they were in their Mom's basement trying not to wake anyone in their house up. Combine that with the loud volume of the battles and you will end up having to adjust the volume of this game a lot.
6. The end story dungeons having edges you can be knocked off from out of nowhere and instantly killing your party is dumb as hell. It just causes a reset if it happens. The only counterplay is to not be on the edge of the map or have a character that can equip an ability that can prevent them from being knocked back, which not everyone has.
7. Some dialog choices that impact the story in this game are a bit weird. It says Denam will say something and you choose it to see him say something different that has people reacting differently than what they would have reacted if he just said what the game told you he would say.
8. It's fine to have the story bosses be strong and even 1 or 2 shot your allies, but it's weird that the vast majority of the battles have it where if you kill just the boss you can ignore the fodder enemies and beat the battle faster. Feels like you are ignoring part of the game when doing that, but with how tanky enemies get at varying parts of the story I found myself just killing the boss and being done with it. I feel like you should have had to kill at least majority of the enemies on top of the boss. Feels like you're cheesing the game when you do that.

The game mentions the Ogre Battle a few times that happened in the past, and it makes me want to play the game that had it, because it sounded epic, but apparently that game does not exist because it just has not been made, and probably never will. Weird how the timeline of this series is with there being like 4 episodes or stories that have not been made into games yet, but are referenced in the games from episode 5 onward as games.

The Dark Knights Loslorien=NATO

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Now, if only Square Enix could remaster FF Tactics as awesomely as this one...

I played this long enough to realize I couldn't stomach 100 hours of it. I hated navigating the board. I couldn't tell my allies from my enemies. And I found it all rather inelegant compared to my favorite - Final Fantasy Tactics A2 - or Disgaea or even Persona 5 Tactica.

Only being vaguely aware of Tactics Ogre for many years until I played Triangle Strategy and learned how much that game was inspired by it, I was incredibly interested in playing the game that served as a muse to what has become my favorite game of all time. When I learned it was getting a new release, available on Switch, I knew I was going to get it at some point and play it. I'm glad I did, because this game was fantastic, though I do have some gripes.

I won't get into specific spoilers in this review, but for reference, I played the Chaos route and got the Princess ending.

The gameplay was generally pretty good, although the learning curve is steep. There are a lot of variables, more than most SRPGs. Not only do you have classes, stats, weapons, equipment, skills, elemental typings, and status conditions, so many aspects of the game influence other variables. Armor doesn't just influence how much defense you get, it also influences your speed in acting between turns, different armors can protect differently against different types of attacks/magic. Weapons all have their own unique properties, even weapons of the same type can vary greatly. What this means, is that often times, upgrading characters isn't as straight forward as other games; (almost) every weapon, armor, and spell have pros, cons, niches and edge cases that can keep them relevant throughout the game's entire runtime, instead of just picking up the new weapon with the bigger damage number, or armor with the best defense value. It's great, and it makes the unit building and team synergizing incredibly deep, and in this way it feels unmatched from any other strategy game I've played, and for people who love that more than anything, I can absolutely see why this would be their favorite game in the genre. It is an intimidating system to learn, with a lot of nuance and complexity, which makes it reward system mastery in an incredibly satisfying way. There are still some things I'm not sure I entirely understand, or agree with design wise, but I can't deny the depth of it all.

There are other gameplay aspects I am less fond of, however. The random stat cards that appear on the battlefield are way too polarizing. Sure, it feels great to stack two crit cards and two damage cards and delete maps with Canopus and Cistina, but they make a lot of the turn to turn strategy devolve into collecting cards so you can nuke down the boss as quickly as possible, as often times, killing the boss automatically wins you the map. There isn't a great variety of objectives in battles, and the maps themselves vary in quality, with some being solid, while I found most to be pretty forgettable and inconsequential to my strategy. While this does mean a lot of the strategy focus comes from your character and team building, which is nice because of how deep those systems are, I think it is to the detriment of other gameplay aspects. The game also has strange difficulty spikes, which I think is a combination of the team level cap system, coupled with a lot of late game bosses coming pre-loaded with stat cards that just make them absurdly powerful right out the gate. The game is very swingy, and most of the time that's fun, but sometimes it's really frustrating.

I won't go too deep into the story because I don't want to discuss spoilers, but while I did overall enjoy it well enough, I think it falls flat in some aspects. The political nature of it was very interesting to me, and I enjoyed the different factions and conflict that arose from them, but the story didn't feel particularly personal, it all felt distant. The emotional core of much of the story, what ties Denam to the greater conflict as the story progresses, just didn't really grasp me. I liked what it was going for, I liked the theming of it, but the way it was all executed just felt cold most of the time, missing a sense of sentimentality where I think even just a little in a few more scenes would have gone a long way for me. I'm not sure if it's because of the writing, or the voice acting, or just the fact that this is a remake of such an old game, but it just didn't grab me much in that respect. I still enjoyed the story, and there were some nice character moments, and I do think the ending did a good job of tying things together, as well as drawing attention to and recontextualizing earlier parts of the game that hit much differently with newfound understanding. Still, it all just felt a bit too stoic for me, with only a few moments resonating emotionally for me. I think it just comes down to personal preference.

At the end of the day, I'm so glad I played this game. The act of playing it was an uneven experience for me, with some moments of the game being some of the most fun SRPG gameplay I've ever had, and other parts leaving me frustrated, but any gripes I have aren't enough to overshadow all of the great the game offers. I can absolutely see why this game has the passionate following it does, and I can see, both in gameplay and narrative, the inspiration Triangle Strategy and other SRPGs have drawn from this game, it's a game worth paying tribute to.

I eventually plan to go back and see some of the other branching paths I didn't go down, as well as the postgame episodes, but for now, I'm going to put this one down, though I think I'll find myself thinking about it for a long while.

This game was a real treat to experience. It’s taken me many tries to get into, but I finally got into it and loved it. No wonder it’s been rereleased so many times lol

Enjoying it somewhat and persevering but not had the satisfaction of inflicting clever combos of debuffs on enemies. You can divide and conquer if a combat is not in a confined space. It's difficult to see which classes can use a particular item because of the low-res pixel graphics. I think levelling up to the next Union Level should be automatic as you cannot choose finishing moves etc. and why would you not enter the next combat at less than the max level possible anyway?

This is a very good version of a very good game. It took me about 70 hours to complete one route, although I spent a lot of time on optional content that may not feel as valuable to every player. Some strategy RPGs make me feel anxious about the long-term repercussions of my decisions, such as leveling a character poorly or making a story decision I regret - this game has plenty of mechanics to mitigate the problems you may run into. It is very difficult to put yourself into a position so undesirable that you wouldn't want to proceed with your save file, which is a worry I had after being softlocked in Final Fantasy Tactics.

Much of the early game feels like a dream-come-true as it pertains to character customization, clarity of mechanics, and moment-to-moment gameplay. Characters feel unique and useful, experimentation is encouraged, and clever planning is rewarded. Notably, recruited monster creatures are good enough to use for the entire game, a rare treat in my experience with tactical RPGs.

The final chapter (Chaos route in my case) felt like it dragged several hours too long, and dozens of fights with nameless enemies litter the final act when it would feel nicer to get on with the plot at that point. However, I did go out of my way to recruit a lot of side characters, including Deneb in her unique Wicce class, which added a lot of optional length to my playtime, and you may not find this necessary in your playthrough.

After clearing the game, you'll unlock a mechanic which lets you return to previous events which alter the plot. This way you can revise your decisions before the post-game, or see other routes without needing to do another playthrough. I did not use this mechanic at time of writing, but reading about it makes it seem like I would have had more fun if I didn't spend so much time on optional content in Chapter IV, and instead saved it for the post-game.

Played 12 hours of Tactics Orge before the start of the new years. It's not bad but due to a couple reasons I'm gonna shelve it for now.

From an historical perspective, it's nice to see where Final Fantasy Tactics and Triangle Strategy got its inspiration. But my main thing is just how slow the battles are, even on high spreed mode. Idk, it just feel like it takes forever to take down an enemy. Especially since there's an "union level", so an unit can't go pass the union level until it's raised after a couple main story battles. I get this exist so you won't have anyone overleveled and rely less on "tactics". But I kinda wish the union level didn't exist if enemy gonna be huge health sponges. At least the AI mode is nice if you wanna grind up units on training maps.

Story is fine, it's nothing wow (maybe because the stories of FFT and TS spoiled me) but it's serviceable enough for a tactics game, especially for its age. I like how you can make choices to shape up the story and having certain characters you have recruited to have extra lines during battles is nice. It was the main reason why I kept playing despite the dragged out battles.

There's also an another good reason why I'm shelving the game but that's something I really can't really explain, at least not in the public (let just say it isn't just about me for this reason). I am aware of the age of Tactics Orge and even the remake is quite old at this point. But I'm just at the stage when there's just so many games to play, I don't really have the time to just settle for "okay". I might return to it one day since deep down, I do enjoy it enough to keep playing. But right now, there are just bigger priorities than Tactics Orge.

Chapter I completed.

Tactics Ogre Reborn is a unique tactical RPG with an emphasis on complicated political situations and consequential choices. The music is largely forgettable, and the visuals are compromised by a smudgey upscaling filter. That said, both underscore the gritty war adventure tone. The story is well constructed, although the delivery is frequently a word salad of new people, places, and factions.

The leveling and class systems are a bit different from the standard fare, with class change items in limited supply but open recruitment and a massive number of classes, races, and creatures (eventually) available for your use. Unfortunately all this customization doesn't keep battles from becoming a real slog after a a few hours. The first few turns of every encounter are just two armies crawling toward each other, and strategies mostly just boil down to ganging up on specific enemy units.

I'm sure it's a fine game if you can handle a very slow pace, but I need treats more often than this. Maybe an option to speed up battles more would have helped me push through to the additional variety that opens up down the line.


Un RPG de trabajos que no te deja hacer multiclase no es un buen RPG de trabajos.

Fire Emblem might have given me the wrong idea about strategy games. The complexity and difficulty of this game stressed me out.

Went into this thinking there was no way I wouldnt love Tactics Ogre? I love turn based and strategy games, this is a classic, the art is gorgous, what could go wrong?

Unfortunately bounced off pretty hard due to how slow this game is in every facet. Fights are very slow-paced - movement speeds are low, damange numbers are low, hp pools are high - which, for me, made proper planning and strategizing very difficult. If flanking an enemy takes 8 turns, maybe deathballing down the middle and slowly grinding out the W becomes the more attractive option.

The campaign is slow as well. Everyone is very wordy (not a negative, just adds to the pacing of the game) and there are a lot of filler engagements between plot moments.

Even recruiting new teammates takes forever: Weaken the enemy, get the right character with the right ability into position, use the ability (which is a % chance, and not a kind one), fail, tank their damage, heal up, use the ability again, repeat. Bonus frustration guaranteed when you have an AI controlled Guest character in the party, who sees the 5 hp dragon you were trying to recruit and decides their big moment is now.

There is still a very solid strategy game in there, the plot is interesting & politically complex for its time, AND you can recruit an octopus, who are the best animals! But I thought I would obsess over this, and instead I just kinda like it a bit

I am an idiot because this is my first Tactics Ogre game. I should not have missed this series in the past and should have played this already. So I'm grateful for this re-release but also unfortunately that means I can't compare it to previous releases.

I love the visuals and art style. The game play is really satisfying. I really enjoyed taking my time and planning my moves. The story and characters are good with plenty of twists and drama. Loved the setting, world and lore. Sound track is great. Plenty of content here too.

There are a few issues though. There is a level cap which I'm guessing is to stop you getting over powered but it's too restrictive. I wanted to try everything this game had to offer but some of the side stuff just felt like a dull grind. There is an uneven difficulty incline. Sometimes you breeze through a bunch of battles and then there's an occasional difficulty spike.

Tactics Ogre is getting pretty old now but still leaves the majority of modern games in it's dust. If you have enjoyed games like Final Fantasy Tactics and Fire Emblem then this should be on your games to play next list. So glad I finally played it. Tactics Ogre: Reborn is pretty damn great.

8.8/10