Tactics Ogre Reborn

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.
In LUCT units had base stats and class stats. Class stats were static and just based on class level. Every level 37 Wizard or whatever had the same class stats.

Base stats were per-unit. Every time a unit leveled up they'd get +.1 to all base stats. A unit's actual stats were base stats + class stats. This was easily exploitable by the way.

Reborn seems to have done away with base stats from what I've seen, so I assume there's just your stats and when you level up they grow according to the class you leveled up in, which is what happened in the original Tactics Ogre.
 
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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.
Near as I can tell from the equipment screenshots they gave us you can wear a full set of armor + ring and up to two weapons.
Ogre Pic.jpg
The four spells part I'm not surprised about considering that I only used basically 4-5 even on the PSP remake which had like 15 per element. Though it seems like they lowered the number of skillslots so hopefully they've clamped down on the skills like Anatomy which were just flat out necessary for your units to promote skill diversity. There also seems be a sort of "item belt" system instead of everybody being able to throw anything they want from the bag around. That could be interesting but if the items don't really have substantial effects then I don't see unit running around with very distinct item loadouts though they honestly don't need to do that so this isn't a big sticking point to me if they don't have them.
 
Though it seems like they lowered the number of skillslots so hopefully they've clamped down on the skills like Anatomy which were just flat out necessary for your units
Oh you want to know a fun surprise that nobody ever picked up on until the One Vision guys started going through the code?

Your skill EXP is divided among every skill used in a calculation. You got Bow and Anatomy and shoot a human? Divided amongst the two.

Usual advice was to stick Anatomy on everyone early so you could get a head start on leveling it up. Nope. It's slowing down your weapon skill leveling which is way more impactful than Anatomy.

Just LUCT things.
 
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Near as I can tell from the equipment screenshots they gave us you can wear a full set of armor + ring and up to two weapons.
View attachment 3621468
The four spells part I'm not surprised about considering that I only used basically 4-5 even on the PSP remake which had like 15 per element. Though it seems like they lowered the number of skillslots so hopefully they've clamped down on the skills like Anatomy which were just flat out necessary for your units to promote skill diversity. There also seems be a sort of "item belt" system instead of everybody being able to throw anything they want from the bag around. That could be interesting but if the items don't really have substantial effects then I don't see unit running around with very distinct item loadouts though they honestly don't need to do that so this isn't a big sticking point to me if they don't have them.
I don't mind the item belt idea on the face of it, as long as it's not as daft as the original and they count against your equipment. Set it up so that a unit will refresh their items from your stocks after a fight... or, if you really want to encourage their use, crib the item system from Fell Seal and give each item a per-battle use limit that you don't have to worry about buying more of or restocking by hand. That might work out pretty well.
Side note, why the hell are the sprites so muddy? Everything has a blur around it, like it's all just badly upscaled versions of the SNES sprites.

Oh you want to know a fun surprise that nobody ever picked up on until the One Vision guys started going through the code?

Your skill EXP is divided among every skill used in a calculation. You got Bow and Anatomy and shoot a human? Divided amongst the two.

Usual advice was to stick Anatomy on everyone early so you could get a head start on leveling it up. Nope. It's slowing down your weapon skill leveling which is way more impactful than Anatomy.

Just LUCT things.
I see the logic, at least, but holy fuck that's not a good idea. I've been wanting to play unmodded so that I have a better idea of the differences between One Vision and the vanilla game, but then I get reminded of this kind of baffling stuff in the base game and tell myself I ain't got time for that shit.
 
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I see the logic, at least, but holy fuck that's not a good idea. I've been wanting to play unmodded so that I have a better idea of the differences between One Vision and the vanilla game, but then I get reminded of this kind of baffling stuff in the base game and tell myself I ain't got time for that shit.
I don't really think it's too inscrutable but also I can break the unmodded game over my knee until it screams for mercy.

You know 3N where you have to save Cerya? Which is the fucking hardest map in the game? Level scaling doesn't take into account guests' levels. So if you were to, say, recruit her in 3C and had her in your party and turned her into a level 50 Ninja while your deployed team's levels are in the 20s...

She doesn't have to escape from them. They have to escape from HER.
 
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I got a SNES rom of this earlier this year just for the character portraits. Compared to the games that came before and after (like FF tactics) I like the more adult style a lot. Was planning on playing it after Chrono Trigger but I may hold off seeing this news.
 
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Wonder if they'll fix Swordmaster, they sucked in the PSP version yet I heard they were powerhouses in the original.
 
I don't really think it's too inscrutable but also I can break the unmodded game over my knee until it screams for mercy.

You know 3N where you have to save Cerya? Which is the fucking hardest map in the game? Level scaling doesn't take into account guests' levels. So if you were to, say, recruit her in 3C and had her in your party and turned her into a level 50 Ninja while your deployed team's levels are in the 20s...

She doesn't have to escape from them. They have to escape from HER.
I haven't made it out of chapter 1 in the base game and only up to 2L in One Vision, partially from getting distracted between the two versions and partially because I didn't want to confuse myself even harder for my Knight of Lodis thread than I was getting over some stuff at the time.
Somewhat unrelated, some of the spell renaming that happened in One Vision is just baffling. Most of it is okay, but are you seriously trying to tell me that "Painside" was the best thing the team could think of to replace Word of Pain? That's not even a real word, retards!
 
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For 20 years, I have wanted an actual brand new Ogre Battle game.

I did the Hell's Gate thing and got re-tissue then killed/undeaded/retissued a guy into a Warlock with a WT of 4 and equipped with Dragon Magic, allowing me to hit all enemies 2-3 times before they even moved. I really don't feel like doing all that again in 4K resolution.
 
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I did the Hell's Gate thing and got re-tissue then killed/undeaded/retissued a guy into a Warlock with a WT of 4 and equipped with Dragon Magic, allowing me to hit all enemies 2-3 times before they even moved. I really don't feel like doing all that again in 4K resolution.
Congratulations! You won't even be able to. They removed that shit in the PSP version and I doubt it's coming back.
 
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By far my favourite psp game and that includes the vita (though that's not saying much).
 
This game is coming out tomorrow or the next day so I wanted to ask a question.

How is this games total game time 200+ hours after all the sidequests? Is Palace of the Dead really that much of a time sink that it takes 100+ hours to clear or is the rest of the side content very dense?
 
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How is this games total game time 200+ hours after all the sidequests? Is Palace of the Dead really that much of a time sink that it takes 100+ hours to clear or is the rest of the side content very dense?
My file in PSP LUCT is at 186 hours so that sounds about right, and that's basically doing everything as efficiently as I could.

Yes, PotD is a horrifying slog and you have to do it twice. I just autobattled through it and did other things.
 
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I remember getting the remake for psp and never getting to play it. I wonder whether Switch or ps5 is better, you'd think the former with it not being too heavy but never doubt the ability of Nippon programmers to fuck up.
 
I remember getting the remake for psp and never getting to play it. I wonder whether Switch or ps5 is better, you'd think the former with it not being too heavy but never doubt the ability of Nippon programmers to fuck up.
I plan on getting it on sale and playing it on my Steam Deck.
 
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Colour me surprised, Square isn't putting this behind Denuvo. Easy Day-1 pirate. I did buy the fancy PSP version but did not spend nearly enough time with it back in the day, no idea why actually, as i love the SRPG genre and especially FFT.
 
Will be interested to know which is the best version to play once the dust settles.
 
Gonna play this as soon as I get home today. LUCT is maximum comfy and the remake is looking top notch. A guy called CoffeePotato has an in depth review on YouTube and he's scream cumming over the changes.
 
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