Tactics Ogre Reborn

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Square Enix has officially announced Tactics Ogre: Reborn for PlayStation 5, PlayStation 4, Switch, and PC (Steam). It will launch on November 11.

The game will be available as a physical and digital standard edition on PlayStation 5, PlayStation 4, and Switch, and as a digital-only standard edition on PC. A Digital Premium Edition including the game’s original soundtrack will also be available for PlayStation 5, PlayStation 4, and PC.

Pre-orders for the digital standard edition include a selection of three songs from the Tactics Ogre: Reborn original soundtrack. Pre-orders for the Digital Deluxe Edition include the Tactics Ogre (1995) digital mini soundtrack.

What’s new in Tactics Ogre: Reborn?

Tactics Ogre: Reborn features a host of enhancements to visuals, sound, game design and more. Here’s a brief rundown of some of these improvements:

High-Definition Characters and Backgrounds

The beautifully detailed characters and backgrounds of the original Tactics Ogre have been recreated in high definition.

The detailed pixel art that gives the game its unique feel has also been preserved and enhanced to look great on modern HD displays.

Fully Updated User Interface

Not only is the user interface now in high definition, it’s also been redesigned to make information easier to understand, with streamlined controls.

Sound Improvements

All dialogue in Tactics Ogre: Reborn is fully voiced, bringing new life to the complex motivations of the characters that make up the factions and shifting political alliances of this epic story. You can choose between English and Japanese voices, with the ability to switch between them in the config menu at any time.

The sound effects have also been remastered, immersing you in battle like never before.

Tactics Ogre composer Hitoshi Sakimoto rerecorded the entire soundtrack with a live orchestra. At times the melodies are ominous and filled with tension, while at other times they offer a gentle reprieve. The lingering notes and haunting echoes only found in a live performance raise the immersion in the gameplay to another level.

The soundtrack even includes entirely new pieces composed just for Tactics Ogre: Reborn!

■ A Redesigned Battle System

Building on what worked in previous versions of Tactics Ogre, this new game incorporates new elements as part of an overall redesign of the battle system. Here’s a brief introduction to some of the new features that await.

Unit-by-Unit Level System

The class-wide level management system found in Tactics Ogre: Wheel of Fortune has been replaced by a unit-by-unit level system.

Each unit advances differently depending on its class, making for an elegant system that lets players plot their way through endless combinations of equipment, skills, and magic for each unit.

This means that the player is able to consider the bigger picture, and decide on the overall composition of units to bring into each battle.

Battle AI Overhaul

The team has made significant changes to the artificial intelligence (AI) of your opponents in combat.

The enemy’s tactics change depending on the layout of the battlefield and the state of the battle.

Thinking about how to adapt your plans as the situation changes keeps battles engaging and fresh.

Playability Improvements

Tactics Ogre: Reborn has seen numerous playability improvements, such as a quicker pace of battle, auto save, and a complete overhaul to the controls.

All this makes it easier to get into the game than ever before.

Edit - Trailer:
 
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Been looking forward to this ever since I first heard the leaks. It's always been a game I've been interested in, but when I played the PSP version it's UI and controls felt too obtuse compared to the other RPGs Ive played. This sounds like it'd address the problems I had getting into it, even if it looks like the hand drawn assets like portraits were just AI upscaled
 
Holy fuck, this is amazing! I haven't played much of the original, because my main interest is Sakimoto's godly work on the soundtrack. But I'll definitely play it now.

I desperately wish they'd give FF Tactics the same treatment. It's such an underrated gem.
 
That's awesome. I haven't heard about this. Tactics Ogre is in my top 10 games of all time, despite it's obtuse nature at times. The story and the characters are just too cool. I hope this leads to them making more Tactics Ogre games and fleshing out the saga more.
The class-wide level management system found in Tactics Ogre: Wheel of Fortune has been replaced by a unit-by-unit level system.
I like the sound of this. I wasn't a fan of the class-wide leveling.
Tactics Ogre composer Hitoshi Sakimoto rerecorded the entire soundtrack with a live orchestra. At times the melodies are ominous and filled with tension, while at other times they offer a gentle reprieve. The lingering notes and haunting echoes only found in a live performance raise the immersion in the gameplay to another level.
Can't wait to hear the new version of "Impregnable Defense". It started out in Ogre Battle as an excellent song, and got even better when they reused a newly made version in Tactics Ogre PSP.
 
It's actually the only Ogre Battle game I never finished. As a kid I got hung up on a mission where you had to defend two friendly and utterly suicidal NPCs...
I really hope one of the AI fixes is making guests not fucking #YOLO (also I think I know the fight you're talking about, it was the one with the wizard right.)

In the neutral route you have to save Cerya (Selye in the PSX translation) and she's at the top of a fort, far away from your units, has no equipment, surrounded by numerous templars...and that bitch will straight up try to fight them with her bare fists.
 
I really hope one of the AI fixes is making guests not fucking #YOLO (also I think I know the fight you're talking about, it was the one with the wizard right.)

In the neutral route you have to save Cerya (Selye in the PSX translation) and she's at the top of a fort, far away from your units, has no equipment, surrounded by numerous templars...and that bitch will straight up try to fight them with her bare fists.
Yeah, I think it was a wizard and a knight.
 
Speaking of wizards, wonder if they'll nerf them because they were super OP if you have a couple of wizards with petrify/sleep you can basically paralyze entire armies and become a wrecking ball
It was even worse in the PSX version

In the PSP version spell accuracy is based off of INT and MND, which makes sense.

Everyone thought witches sucked in the PSX version because spell accuracy there was based off DEX and witches have really bad DEX growth. But you know who has really good DEX growth? Archers. A team with witches leveled up as archers and swordmasters (who could also use status spells, RIP whatever they did to them in the PSP version) trained as ninjas could just lock down an entire fucking team.
 
Nice, glad to hear the gameplay should be improved. It was kind of an overcomplicated grindfest, I just hope it plays more like Knight of Lodis.
 
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Quite surprised at this news but it's a welcome one. Are they redoing the soundtrack again? Because the PSP version also used an orchestra. I also wonder if the physical release would have any preorder bonuses. The PSP one came with the 22 tarot cards, I'd love it if they released a full deck.
Holy fuck, this is amazing! I haven't played much of the original, because my main interest is Sakimoto's godly work on the soundtrack. But I'll definitely play it now.

I desperately wish they'd give FF Tactics the same treatment. It's such an underrated gem.
Unfortunately, the leaks sound like it's going to be a basic bitch remaster. A shame because FFT with full orchestra soundtrack would be an eargasm.
 
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Oh wow, I am so psyched for try out this game after being a big fan of FFT and other tactic games like Fell Seal: Arbiter's Mark.

But hmm... I really don't like the voice acting on display in the trailer. British Same Voice is one thing I can begrudgingly accept because of the game's setting and themes, but I am not pleased on how flat a lot of those performances are. Leonar is not at all how I imagined how he should sound like.
 
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Various updates from what I've seen from interviews and screenshots

No new story content. Some dialogue was changed to fit VAs better.

Training mode is back. There's a level cap for each chapter. Also items you can burn to grant a unit an experience bonus.

Looks like you'll be able to equip 4 spells and 4 skills on a unit. Spell and skill lists apparently have been trimmed hard to remove dead weight and make each individual spell/skill more impactful.

Which class your unit levels up as apparently matters, and I've seen screenshots of Soldiers with MP. I take it this means you can create hybrid units that are a mix of different classes by leveling them up appropriately. Hope you can just shove Steelstance onto everyone.

They're really excited about the improved AI, and also the game has mouse support.

I'm excited about the changes so far. Even with no new story content I'll play it just because they revamped the mechanics so much.
 
Training mode is back. There's a level cap for each chapter. Also items you can burn to grant a unit an experience bonus.

Looks like you'll be able to equip 4 spells and 4 skills on a unit. Spell and skill lists apparently have been trimmed hard to remove dead weight and make each individual spell/skill more impactful.
I hope they don't also restrict you to 4 equipped items. That would be tantamount to just going back to the OG version of the game from what I've seen of it.

I like the sound of this. I wasn't a fan of the class-wide leveling.
I'm not opposed to the idea, but I've only played about a chapter and some change of the modded PSP version. I'd think at first glance, the most confusing thing about it would be how to handle the level-up bonuses. It's much easier to track when every unit has their own growth path, rather than the class itself having some per-level range that's whipped up on the spot for each new unit that takes up the mantle or however it was handled.

New Ogre Battle game when, Squeenix?
 
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