I took a look at the official site to see what they changed and I'd say the modifications look quite original, even though the main aim seems to be at reducing the difficulty and need of leveling, especially that Wheel of Fortune and death characters' skill scavenging thing. I'm not sure if I like the "class level" that much, it takes away a lot of the customization you could do by leveling up with different classes for stats growth (for example, as dexterity is what determines status spells' accuracy, taking levels as an archer actually is better to improve a witch's efficiency, whereas if you plan to make her a siren you won't need it). It's more useful to people whom characters tend to die, as it avoids them to have to do leveling again.
It might be good, still I don't view it as the same system as the original Tactics Ogre. Those two things (and other) make it too different not to consider them since way. Not saying it's a bad system, of course.
As for modifying the story and adding characters... I feel like the knight woman of Almorika is added to get some archetype that the original was "lacking", and it's a little disturbing to me: she doesn't appeal to me as she makes me think she's just a placeholder to better sell the game.
About FFT I think I liked it better than TO, but as I didn't complete the latter I can't compare the scenarios yet. FFT had far easier difficulty and far less need of grinding, though said grinding was quite boring due to the way you had to farm JPs.
I actually picked this up because I kinda fell in love with the art style, this is my first strategy RPG or whatever you call them, never played a turn based RPG of any kind before. That said, I'm loving it so far! The battles are surprisingly fun and the micromanaging is really addicting, I love getting everything setup just perfectly before a battle.
On February 21 2011 12:59 Flaunt wrote: i had tactics ogre on my gba back in the day and it was the best tactics game I've ever played.
Let Us Cling Together is much better than the GBA Tactics Ogre. It's similar to how Final Fantasy Tactics is much better than Final Fantasy Tactics Advance.
In fact, now that I think about it, the original games are probably both better for the same reason: Yasumi Matsuno. He really is one of the best and most under-appreciated developers in the industry. I'm extremely glad he's back doing this game. I was kinda worried he was done with the games industry after Square fired him from Final Fantasy XII.
Just beat it. I'm really fucking tired so I'm not gonna write a review, so I'll just say that I endorse it greatly. The art, writing, and music were all exceptional, and the gameplay was mostly solid.
I haven't cleared any of the game's predecessors so I have no notions as to whether this lives up to its original or its peers.
Some flaws: the crafting system fundamentally demands far too much time since each item is crafted one at a time, with a several second animation for each one. Some level designs were downright tedious in terms of difficult terrain, sometimes preventing low movement characters from getting anywhere useful for the first several turns. Movement was also low in general, making the higher range ranged damage sources quite strong. Some ranged weapons had twice as much range as a normal unit has movement. The class leveling system forces stat maximizing players to use awkward class compositions in order to accrue the most base stat benefits for the most characters. Many, many boring bosses and villains. Not many monster types at all. I can't tolerate the tedium involved in recruiting Deneb and Cressida (I cheated to get the necessary Chaos Frame for Cressida, and I simply gave up on Deneb.)
Some pluses: all the dialogue read well. The plot held enough suspense and tension, from many sources, and with many human angles. Human motives and shortcomings were held as central to plot movement. All the lore was well presented. I absolutely loved the grimoire names. Many, many spells, active skills, and finishing moves. Very pretty animations, and a neat veneer of modernity on old school like graphics. Very well drawn portraits. Some great scoring. Chariot Tarot was an interesting and convenient alternative to rolling saves or save states. Some characters like Azelstan, Cressida, and the Shaman sisters offered neat little back stories that integrated well with the world.
Meh I ended up writing somewhat of a review anyways and also with more negatives than positives. Whatever, I still recommend this game wholeheartedly.
the original was one of the best tactics RPGs out there... far better than any of the FFTs in my opinion. hadn't heard about this remake until now but will definitely try it out. if it has a similar class system as the original, it would have been nice if there's going to be multiplayer functionality...
I had about 50 hours on my save when I beat the game, but I haven't done Hell's Gate yet, and I'm using the World Tarot to explore the other routes at the moment.
I need some guide here. Later in the game, I get new class to join my group. But these new classes join at level 3 (like sword master) while other in my team are level 15. the question is
1 How do I level up the new class, is there any other way than sitting them in the conner of the map? 2 Is it possible to train a lot of new class in the same time? it seems we can not sit too many training class in the conner due to enemy level is adjust to our level.
On February 23 2011 11:17 pedduck wrote: I need some guide here. Later in the game, I get new class to join my group. But these new classes join at level 3 (like sword master) while other in my team are level 15. the question is
1 How do I level up the new class, is there any other way than sitting them in the conner of the map? 2 Is it possible to train a lot of new class in the same time? it seems we can not sit too many training class in the conner due to enemy level is adjust to our level.
Thanks
What I did was have 4 dps characters that aren't that high and set them on melee/range AI. The other 2 are casters of your choice and set them to range/healer AI. You could get hire disposable characters at the shop if they're too low in case you're worried about losing hearts on important characters. You unlock the Phorampa Wildwoods during chapter 2 and you could grind there as long as you want. Just save often in case something really bad happens but it should be cruise control once you get the hang of it. Head east after the Adventurer's Gap until you clear it...don't bother with the dragon stage because they're alot tougher and longer.
Just start the battle and go check the PSP after 5-10 minutes and it should be done...you get really good loot/exp. The lower level classes will catch up to your main in no time. Also in the settings, make sure to have message speed as instant and have Automated Battle messages "ON" so the battle will progress whenever a character spouts something random
On February 23 2011 11:17 pedduck wrote: I need some guide here. Later in the game, I get new class to join my group. But these new classes join at level 3 (like sword master) while other in my team are level 15. the question is
1 How do I level up the new class, is there any other way than sitting them in the conner of the map? 2 Is it possible to train a lot of new class in the same time? it seems we can not sit too many training class in the conner due to enemy level is adjust to our level.
Thanks
What I did was have 4 dps characters that aren't that high and set them on melee/range AI. The other 2 are casters of your choice and set them to range/healer AI. You could get hire disposable characters at the shop if they're too low in case you're worried about losing hearts on important characters. You unlock the Phorampa Wildwoods during chapter 2 and you could grind there as long as you want. Just save often in case something really bad happens but it should be cruise control once you get the hang of it. Head east after the Adventurer's Gap until you clear it...don't bother with the dragon stage because they're alot tougher and longer.
Just start the battle and go check the PSP after 5-10 minutes and it should be done...you get really good loot/exp. The lower level classes will catch up to your main in no time. Also in the settings, make sure to have message speed as instant and have Automated Battle messages "ON" so the battle will progress whenever a character spouts something random
Thank you. So basicly, I should set up a team of lower level class and grind them on a map that the enemy level is not too high right? Enemy level in a map is base on the highest level of my team?
On February 23 2011 11:17 pedduck wrote: I need some guide here. Later in the game, I get new class to join my group. But these new classes join at level 3 (like sword master) while other in my team are level 15. the question is
1 How do I level up the new class, is there any other way than sitting them in the conner of the map? 2 Is it possible to train a lot of new class in the same time? it seems we can not sit too many training class in the conner due to enemy level is adjust to our level.
Thanks
What I did was have 4 dps characters that aren't that high and set them on melee/range AI. The other 2 are casters of your choice and set them to range/healer AI. You could get hire disposable characters at the shop if they're too low in case you're worried about losing hearts on important characters. You unlock the Phorampa Wildwoods during chapter 2 and you could grind there as long as you want. Just save often in case something really bad happens but it should be cruise control once you get the hang of it. Head east after the Adventurer's Gap until you clear it...don't bother with the dragon stage because they're alot tougher and longer.
Just start the battle and go check the PSP after 5-10 minutes and it should be done...you get really good loot/exp. The lower level classes will catch up to your main in no time. Also in the settings, make sure to have message speed as instant and have Automated Battle messages "ON" so the battle will progress whenever a character spouts something random
Thank you. So basicly, I should set up a team of lower level class and grind them on a map that the enemy level is not too high right? Enemy level in a map is base on the highest level of my team?
Yeah, you could try to have a level 1 disposable character but the AI is usually dumb and they die within 1 turn. It takes about 5-6 turns for your AI team to kill everything though. If a guy dies after 3 turns, you won't get any EXP for that class
On February 23 2011 11:58 arterian wrote: no psp, wish they had for ds
If you're looking for a good DS rpg, Radiant Historia just came out. It's a 16-bit style rpg with time travel and multiple paths through the story, and it's developed by Atlus.