Despite trivializing its otherwise formidable mission design, level grinding became less passive repetition and more of an elaborate minigame. However, the real point of interest is the versatile (and easily breakable) training mechanic - pitting player units against each other in mock battles that further highlights the potential found in its bevy of different systems. Gameplay operated on a similar level of depth, its shift to grid based tactical RPG only increased the customization options, while aided by a more flexible job class & recruitment system. If Ogre Battle questioned the goals of war, Tactics Ogre questioned its methods. It represented the exact opposite values of their contemporaries, bringing about a less idealistic and more cerebral plot apparent in its themes of corruption, greed and the ruling class replete with deceptive characters and tragic tales. Story moments reached new dramatic heights over the debut, punctuated by explosive cutscenes that alternated between fits of clashing ideals and extreme moral choices. Having established the grim, 'anti-heroic' attitude of the outside observer with Ogre Battle, Quest now applied that philosophy to the hero's journey, with devastating results. 80% EmulatedYasumi Matsuno's writing talent blossomed on Tactics Ogre: Let Us Cling Together, that changed gears to a typical mission-based SRPG format without abandoning its outlook.
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