Hit 'em with the Level 3 Flourish!

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.

Such a charming, fun little game to let you unleash your inner gremlin. Bullying people in this game gave me an unreasonable amount of joy.

This review contains spoilers

A frustratingly uneven experience, with some great highs weighed down by disappointing lows. Amy, Knuckles, and Tails were good ideas that could have used some more time being tested, but as they stand I just found them generally unfun to play as most of the time, with Tails being the most redeeming of the bunch and Knuckles being unbearable to play as. The Sonic challenges up the towers were great fun, with a high degree of difficulty I really enjoyed. The boss gauntlet, while a great idea and generally fun to play through, could have had a few quality of life changes to make it truly enjoyable, such as removing the original Sonic segments, especially the Wyvern one. Final boss was not great in my opinion, once again I can see the idea of something good but implementation that just feels too unfinished to really enjoy.

This review contains spoilers

Took me awhile to get this game finished after taking a few months off about halfway through, glad I did though.

Gameplay in this entry is in my opinion some of the best in the series. The new mechanics such as Break and Engage offer something new to consider when strategizing, and go a long way toward making the gameplay of this one feel distinct and stand out from the others in the series. Game generally feels well balanced, both in the character roster and class design. I personally found the difficulty well done, levels felt challenging without veering into overly frustrating or poorly designed. Map design is some of my favorite in the series, while not every map is created equal I found most of them memorable and enjoyable and some I would consider some of my favorite in the series (shoutouts to Chapter 17).

The game does have its faults though, and I would say that's most apparent in the story. I'm personally am fine with this game having a straightforward and simple story, especially coming off the heels of Three Houses, and given that it seems to be a series celebration title. I was able to enjoy it for what it was for the most part for the first half or so, but after that it felt rather inconsistent, and by the final third or so I had lost all interest with how needlessly convoluted and contrived it was making everything.

Despite any criticisms of plot or some of the character designs not really being to my tastes, the gameplay is so good I couldn't help but enjoy myself while playing this game. Other than a few slight missteps with a handful of maps or other gameplay aspects, the core of this game is solid. If I decide to play again I probably won't worry much on the story or Somniel activities and instead just focus on the great gameplay this game has to offer.

Genuinely enjoyed this more than when I was a kid, and I already loved this game. Fantastic level design with variety that can go from emphasizing platforming to exploration and even puzzle-solving elements at times. Does a really great job of making levels have distinct identities while not being overly reliant on gimmicks to do so (and when they do show up, they're generally welcome and well done). Artstyle and music also really stand out here, game has such a distinct look it often doesn't even feel like an SNES game.

Glad I got back to this one, the fresh perspective helped me appreciate it even more than I used to.

Still a masterpiece and one of my favorite games of all time, revisiting it only further cements that fact.

Also I beat finally beat my Area 6 high score I set when I was 13 I feel so accomplished.

Still one of my favorite games of all time, glad to get back to it for the first time in about a decade. The ability to play this portable on the Switch was great.

This game holds up even better than I remember it being as a kid. This was one that I rented a few times, but never owned. Glad to be able to play it whenever I want on Switch now. One of the best Mario sports games in my opinion.

This game was a pleasant surprise, one I had not even heard of, that my girlfriend got me for Christmas. What a delight it turned out to be. The game absolutely oozes charm, from its wonderful artistic style, to its simple yet endearing cast of characters, including the fantastic narration and its amusing commentary. The world feels beautifully quaint, full of mystery, and surprisingly gritty and gruesome all at once, balancing these tones superbly. The combat is enjoyable, with some real stand-out bosses, though not all are made equal.

I do think that the beginning of the game is better than its later sections, though I still found it solid all the way through. I do wish some of the "side quests" were more varied, and that they felt more like true side quests, instead of being, for the most part, required, somewhat slowing the game's pacing down. As well, a few of the bosses, especially some of the later ones, felt weaker in design than many of the early/mid-game bosses. Still, I did not find any truly awful, perhaps just a bit underwhelming. As a final note, the game could do with explaining a few of the mechanics and equipment intricacies, as some are not the most intuitive, and took a bit to understand.

These flaws are not major detriments though. I absolutely adored this game, and the short length is making me consider giving it another replay in the future. A real gem of a game, that I'm glad I got the chance to play.

This review contains spoilers

Armondo Ootbagh is Crash's father.

Really weird game hindered by its controls. I'm not one to hate motion controls in concept, in fact I often defend them, so long as they're implemented thoughtfully and feel fluid. They just felt awkward to me in this game though. A personal matter for sure, I'm sure if the controls don't bother you the game is fine, they didn't work for me though.

Still, ignoring the control issue, this still just feels weaker than SSX Tricky in pretty much every way.

Not necessarily a "bad" game entirely but it's just worse than it's predecessor in basically every way that matters. Would probably be okay if the original didn't exist, but it just looks worse by comparison.

This game is not great but turning around and driving in the opposite direction, ploughing into rival drivers in head-on collisions at speeds approaching 180 mph, blowing out all four of my tires and sustaining major damage to the body of my car, only to hear the announcers say "Nothin' a little duct tape can't fix!" is an all time gamer moment.

I did not want this game I did not ask for this game why did I have this game