This is the fifth post in my series on Tactics Ogre. Check out my earlier impressions of the game’s character profiles; four things it does better than FFT (and one it doesn’t); how I used different character classes in battle; and an unfortunate mishap later in the game.
Tactics Ogre: Let Us Cling Together, the 2011 PSP remake of the SNES/Playstation tactical RPG, is a labour of love, and it shows wherever you look. It shows in the game’s beautiful character designs and in its soundtrack, performed by an orchestra even though players might only hear it through the tinny speakers of the PSP. It shows in the sweep of the game’s plot; in the natural sound of its mock-Shakespearean localised dialogue; in the lovingly written character profiles given to even spear carriers; and in the fluff text accompanying every bit of terrain. And it shows in features such as what is, effectively, an in-battle autosave; a perspective that can switch from top-down to isometric; and the ability to jump straight to important points in the game’s timeline during a replay instead of having to redo everything from scratch, all of which speak to thought and effort put into eliminating annoyances.
Most importantly, the basic in-game task, moving party members around on the grid so they can attack or use their special abilities, feels satisfying. The balance between offence and defence feels just right – blows do enough damage (generally, squishies will crumple after a few good hits, whereas heavily armoured warriors can keep fighting for longer) to keep things moving quickly and maintain tension, but not so much damage as to turn the game into an exercise in luck or frustration. Positioning matters, too: archers can shoot farther from the high ground; front-line fighters project zones of control to prevent enemies from rushing past to the weaker characters; wizards may be unable to cast spells if friendlies are in the way.
In between battles, you’ll choose classes and skills for your party members – in broad terms, knights tank; archers and ninja are the main damage-dealers; and mages are used for debuffs and crowd control. Archers in particular are devastating, but as not even the mightiest archer will be able to stand unsupported, it remains important to maintain a good mix of party members*. And here, the gameplay’s main flaw reveals itself – the levelling system fails to eliminate grinding. All characters of the same class will share a level, and switching classes will change a character’s level. This works better than the traditional system found in, say, Final Fantasy Tactics, since now you only need to level a class once. Unfortunately, not only do you still need to level newly unlocked classes (of which there are quite a few) from scratch, high-level NPCs in new classes will revert back to level 1 when they join the party! By the end of the game, I was leaving even interesting-sounding new party members on the bench, because my patience for grinding had run out. And that is a frustratingly imperfect element of the system.
As a storytelling experience, Tactics Ogre reaches for greatness, but doesn’t quite get there. This is not because its creators were untalented or unimaginative. Instead of a stew of quest fantasy clichés, they attempted to give us a tale of ambition, compromise, loyalty, and love, set in a land riven by feuding pretenders – “A Game of Thrones” for the JRPG genre, if you would. The player’s choices will then drive that story down one of three branches that recombine for the game’s final act.
At times, this works very well. Some individual moments, in their injustice, left me shocked and appalled. In another scene, a tyrant sounds all too human, all too real, as he attempts to rationalise his misdeeds. And a dying foe might show a hint of nobility that leaves the question of what could have been. At other times, it doesn’t. One of the two storylines I played is noticeably better than the other, which is more black-and-white and doesn’t hang together very well. Once the storylines do recombine, the plot feels rushed: key characters act on inconsistent or poorly explained motivations, some of the later twists and turns pop up out of nowhere, and good luck getting the desired outcome from one vital story decision without a FAQ. And characterisation of party members suffers as a result of the gameplay format. There are dozens of potentially recruitable characters, so they can’t be given much time in cut-scenes. (While party members do influence the ending, you can only see one character’s epilogue per game, an incomprehensible hold-over from the Playstation version and a noticeable flaw compared to Valkyria Chronicles, a game that was far inferior story-wise.) Party members do get in-battle dialogue, but consistent with other TRPGs, there’s no ability to talk to them in between battles. And this is a pity, because the one brief scene I saw where several party members hang out in town, bantering and enjoying everyday life, was done so well that I’d have loved more moments like that.
All in all, Tactics Ogre is a very good game, and close to the borderline with greatness. Gameplay-wise, this is the highly polished epitome of turn/party-based combat, for all it ends up too grindy as it wears on. And story-wise, while it suffers from flawed execution, it aims high enough, and gets enough right, to leave me glad that I played it. If you like turn- and party-based RPGs, and you have a PSP, I would recommend this game.
* I’ve seen the point made elsewhere on the internet (on a forum or by another reviewer? I can’t quite remember) that this is in contrast to Final Fantasy Tactics, where the key was mixing and matching class abilities to create unstoppable characters.
You can buy Tactics Ogre: Let Us Cling Together from Amazon here.
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The basis of my review
Time spent with the game: My playtime clocked in at around 80 hours, though there would have been times when I’d left the game on (either on AI control, or completely idle) while I did something else.
What I have played: The Chaos route, most of the Law route, the good ending, the first few minutes of the postgame.
What I haven’t played: The last few battles of the Law route, the Neutral route, most of the postgame content.