1 review liked by Skyout


Tactics Ogre more like Tactics Thankfully It's Over.

I'm clearly missing something big about this game because my takeaways seem to be a tremendous contrast from almost everybody I know and the majority of reviews I've read, but Tactics: Ogre Reborn felt more like a slog of mishandled opportunities than an engaging tactical experience. Maybe it's because I've been spoiled on the advancements tactics games have made in the recent years, with my first formal Tactics game being Valkyria Chronicles 4.

I have a big problem with games that tutorialize and demonstrate information to the player poorly, and this is the biggest gripe I had with TO:R. I felt like almost none of the games deeper systems were explained to the player, with what they do explain being the basics of tactics/grid based gameplay and that was about it. I struggle, generally speaking with how information is presented to me, and games that hide this through self search or menus not directly shown to the player are legitimately tough for me to grasp. I felt like there were some cool mechanics I could attempt with Ogre, but I had no clue about optimal party makeup and the differences between classes, absolutely no idea on the benefits of slotting skills/magic, and was left ignorant of what the elemental signs do that are attached to every character. Now, I don't need a game to sit there and explain how to do everything the best way to me, but some basic explanation of these things could be nice. I could (almost) excuse that if this were still the older version of the title but it's not. This is a symptom of a lot of older Japanese RPG titles (and still some today,) that make said genre(s) generally unapproachable for me. I hope this doesn't come off as whining about the game not over-explaining, but rather a complaint to the lack of helpful text to make TO:R an engaging and fun experience. Things like elevation and weather affecting accuracy/movement are easier to parse through and understand but, are they really fun?

Outside of the unexplained deeper systems of the game, I had a major issue with pacing. Tactics games last notoriously long, with my runthrough of the recent Triangle Strategy lasting ~fifty hours, but it felt like a quick and chipper fifty hours. Tactics Ogre's battles feel reallllllly slow, and there's a LOT of them for what seemed like the sake of just having more battles. The upfront mechanics of this game weren't interesting enough to me to make this feel warranted either. Most inexcusable was there being no way to quick restart a fight, even where the Chariot Tarot wouldn't help. I don't care what year it is, if it's a tactics game, it should have a way to restart the battle if you want. Games that don't have this or save-anywhere mechanics (Souls games nonwithstanding) are not acceptable in the current gamesphere. There was a moment I got maybe thirty minutes into a fight, realized I was losing due to poor tactical decision making (or lack thereof heh) and discovered I couldn't go back to the start of the fight. I put my controller down, stood up from my seat, let out an audible "bro" and then sat down and let the AI take over until my party was wiped. This pacing issue struggled all the way to the end battle gauntlet of the game, it felt like it was never going to end.

I also took issue with the map design in this game, and after reading another reviewer on this site, I'm glad I am not alone. The large issue is that the maps are either too big or the units don't move far enough. It often takes 2-4 turns of movement around the map before the parties can engage, and that's all just wasted space. These maps are pretty poorly designed too, often lacking any concept of "realistic" combat. Now, that's not to imply you're coming to a game called "Tactics Ogre" for its realism, but rather to imply that there should be some sense for a world you are fighting in rather than squares mounted on other squares. The fortresses and castles in some of the fights in TO:R were just awkward, having your party start way at the bottom of a water-falled castle and having to climb up. It doesn't make sense in terms of combat, there's no logic or flow to the design of the map, rather just the need for "elevation." If you want a better look at Tactics games employing elevation on a grid based system in a medieval setting, look at Triangle Strategy this year. You often fight in courtyards and castles in that game, and the cities/towns feel a little more approachable to both game design and basic architectural logic.

Outside of the above issues with the game, I found the Sprites to be as dated as they can be, and the music to be largely repetitive. Again, maybe I'm spoiled by Fire Emblem Three Houses and Valkyria Chronicles 4 in regards to musically backing my longer tactical engagements, but I had to mute the TO:R OST after a while and play my own music over it because it was becoming rather cumbersome to my ears.

I can see why others enjoy this game but I cannot recommend Tactics Ogre: Reborn based off my experiences with it, and having played titles I find much more enjoyable in the same genre.