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| Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) | |
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Shakuras Maker qui quitte E-m Lv 56
Nombre de messages : 6555 Age : 39
| Sujet: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Mar 29 Mai 2012, 17:33 | |
| Comparaison de ces deux jeux, par Streifer. Attention, ceci est un dump d'information non trié ( sans spoiler ) et reflete MON opinion. si vous n'etes pas de cet avis, libre a vous de commenter.ORIGINAL SNES/PSX ( Let us cling together... la version PSX est traduite de base et bug moins, d'ailleurs ) , là où l'on ressent les bases ayant jeté le systeme de FFT. - Chaque perso evolue du level 1 à 50, comme FFT, chaque perso avec sa barre d'exp individuel. coller des baignes dans une ennemi de level superieur rapporte enormement d'exp, coller des baignes sur un plus faible ne rapporte pratiquement rien - Chaque perso possede un alignement fixe ( Chaotic, neutral, lawful ). cet alignement joue sur la loyauté du perso mais surtout les classes disponible ( un perso Lawful n'aura pas acces a la classe "terror knight", par exemple ) - chaque perso possede QUATRE slot d'inventaires & equippementet pas un de plus. a noter quand même un point interessant : tout le monde peut utiliser tout le materiel du jeu ( arc sur un clerc, lance sur un archer... ) - Les objet consommables ( potions ) doivent etre porté par un perso pour etre utilisé, et ce sur un slot d'equippement... ce qui revient donc à devoir sacrifier une piece d'armure pour porter UN objet - Comme FFT, quand un perso gagne un level en chevalier, il gagne des stats de chevaliers, quand il gagne un level en mage, il gagne des stats de mage. - Pour unlocker les classes superieurs, il faut que le perso ai un minimum dans certaine stats & le bon alignement, switcher de job est gratuit. les persos "story" ayant une job "special" ne peuvent PAS changer de job. ( Ce qui n'est pas vraiment penalisant vu certaine brutes *cough* 100%-de-h-it-avec-petrification-de-zone-Haborym *cough* ) - Un perso mage est limité dans les sorts utilisable : il a de 1 a 3 slot pour choisir ses sorts avant le combat selon sa classe... sorts qui sont des equippables, et qui en tant que tel s'achete. - Aucune skill individuel/de classe transmissible. - Les musiques sont epiques & correctement utilisé. - le jeu est difficile sur les premiers chapitre, la difficulté diminuant avec le temps, et ce parce que l'equipe du hero est generalement mieux "preparé". Le jeu n'est pas non plus permissif sur les bevue : un perso mort est irremediablement ( minus des consomable de resurection rarissime et un sort de resurection récupéré a la moitié du jeu) rayé des listes du joueur, obligeant le joueur a reacheter une unité level 1 et la rentrainer de base. - le jeu est pas mal desequilibré en faveur du combat à distance : les archers sont pas mal meilleur que la moyenne ( contrairement a FFT ). REMAKE PSP ( Wheel of Fortune ), là où les editeurs ont du fumé très fort avant de penser à un systeme possedant tant de defaut. - Chaque perso possede des "bases stats" independante de la classe dans laquelle il est, s'ajoute ensuite des stats dependant du job et du level du job choisis pour le perso. chaque perso possede aussi ses propres skill qui a unlock a l'aide de "point de skill" individuel gagné apres chaque combat. - Chaque perso n'a PLUS de level individuel : ce qui prime, c'est le level du job qui est partagé entre TOUT les persos : ainsi, si le job de mage est level 15 et celui de mage level 18, switcher un mage level 15 en mage le fera passer level 18 et vis versa. - la stats d'alignement de chaque perso est toujours presente, mais ne sert pratiquement plus à rien - chaque job possede son propre panel de skill passive et active... sur le papier : si les passif sont utilisable d'un job a l'autre, les skill active sont generalement reservé a une classe ou deux et pas plus, rendant l'interet d'un multiclassage quasi inexistant - chaque perso possede 5 slot d'equippement ( 2 mains, 2 pieces d'armures, un accessoire ) - Tout les persos peuvent utiliser un consommable en combat. les conso les plus efficace necessite une skill passive qui se recupere facilement... ce qui peut mener a un tres facile spam de conso pour se soigner. - .... puisque les healer mage sont completement pathetique : le sort de son de base est limité a 50 hp en guerison, ce qui a partir du moment ou on colle des baffe a 200 hp est une bonne blague. les sorts de soin de haut level coute tellement de mana qu'ils sont inutilisable en pratique... mais bon, pour le heal, les consommables sont carrement uber. - switcher de job coute un objet particulier par classe, Y COMPRIS pour les job speciaux dont les "cards" sont particulierement rare - on the topic du changement de job : au fur et a mesure du jeu, on va forcement unlocker de nouvelle carte pour acceder a des job.... et tres probablement les ignorer : ben oui, a chaque nouveau job unlocké, celui ci sera level 1. et c'est valable aussi pour les job speciaux... bref, mettons qu'au dernier chapitre on unlock la classe des Shaman, ben celle ci sera level 1. - Et pour courroner la blague de ce systeme de job, voici venu le systeme d'exp : l'exp est gagné a la fin de la bataille et reparti de force entre toute les classes ayant participé a la bataille, ce qui empeche de feed une nouvelle classe qui restera à la ramasse très longtemps..... ce qui ne donnera pas du tout envie d'utiliser de nouvelle classes. oh, et pas la peine d'esperer un equilibrage des gain pour favoriser les classes les plus en retard. - les musiques sont individuellement magnifique, mais en grande partie utilisé n'importe comment. un theme de combat serieux va se prendre une musique guillerette alors qu'une bataille contre des random dood peut tres bien recevoir une musique epique. - le jeu est facile ou difficile selon comment on l'envisage : il peut etre completement torché sans se fatiguer si on utilise les archers qui sont completement over9000 ( une skill active qui fait +100 % de hit & de critical utilisable a chaque tour de l'archer. no comment ), voir difficile si on utilise des classe miteuse ou tente d'utiliser de nouveau job quand ceux ci sont recupéré - .... mention speciale au bataille "sauver le guest", ceux ci etant generalement des suicidaires complet qui imposera de reload une meme bataille 50 fois dans l'espoir que celui ci survive le temps de seulement arriver a son niveau - Il existe un systeme de forge qui consiste a fusionner des objets pour crafter du gros matos. mignon sur le papier, horrible en pratique : il faut forger des dizaines et des dizaines de sous composant pour faire des composants. un par un. avec une animation qui rendra fou le joueur au bout de 10 minutes. oh, et histoire de se foutre du monde, chaque fusion peut echouer... ce qui impose au joueur d'aller sauvegarder / charger sa partie en boucle Toujours concernant la version PSP, voici deux review de deux joueur en ayant une opinion radicallement differente : Review negative ( le gars descend en fleche sans meme porter attention au bon point ) : - Spoiler:
"An albatross around the neck of the tactics genre", by MJEmirzian
Tactics Ogre: Let Us Cling Together for PSP is a remake of the original Tactics Ogre released in late 1995 on the Super Famicom. Claims that Tactics Ogre "invented", "innovated", or "is the grandfather of" the tactics genre are false. Series such as Front Mission, Fire Emblem, Super Robot Wars, Langrisser, Daisenryaku, X-COM, Shining Force, Nectaris, Jagged Alliance, Panzer General, Famicom Wars, and well over 200 other turn based tactical level video games were released earlier than Tactics Ogre, and did just about everything first. Nothing important about Tactics Ogre's game play was particularly new or innovative in 1995, let alone in 2011. So how well does this remake stand up to the sleek, efficient, and well designed modern tactics games of today? Not very well. Tactics Ogre fails in its combat pacing, tactical variety and content, strategically meaningful depth, user interface, and difficulty.
Tactics Ogre is sorely lacking in tactical variety. Almost every mission is completed by killing the enemy leader with a few token trash mobs strewn about. Almost every map is a hill gradually rolling from bottom to top. The strategy for almost every mission in the game is to build up TP, which allows you to use powerful special attacks, then dump TP attacks on the boss while working to negate their own TP abilities. It gets worse later as even trash enemies start using TP skills, so it's always in your best interest to finish the mission quickly before someone gets one shot by a TP skill. You'll end up sniping off countless bosses and watching their allies fade into nothing as the battle automatically ends. That's literally the extent of the games strategy in almost every mission. Almost all of the games depth - its physical attack and element types, skills, stats, statuses, spells, races, tarot signs, terrain, height, directional facing, finishing moves, battlefield conditions, and etc. can be soundly ignored in favor of a few simple strategies that are repeated ad nauseum.
Tactics Ogres depth is strategically meaningless in the face of easy, simple, overpowered strategies. For example, in one Chapter 2 mission you're (optionally) tasked with defeating a fleeing enemy with above average stats. Is there any use for all of the debuffs and dozens of items/spells you can pile on him? Nope, he's practically immune to all of it and takes almost no damage from spells. The only strategy is to surround him and beat him down before he gets enough TP to unavoidably one shot one of your units. The only guide I looked at suggested skill and level grinding to unlock your own TP consuming attacks to accomplish this. It's a similar story for most bosses you'll run into. In the same mission, you're tasked with taking out a bunch of priests who will constantly heal each other. Yes, I really wanted to watch 10 priests slowly cast Heal on each other over and over for the next 10-15 minutes while I slowly kill them, thanks.
It doesn't get any more difficult or complex further into the campaign, either. You'll be cruising through chapter 4 using the same TP building and dumping strategies that won you battles in chapter 1 against similarly generic and easy opposition. Even if you avoid all random encounters, the main story content is so repetitive, uneventful, and full of filler battles that you might feel like the whole campaign is a bit of a chore. Being a port of an older game doesn't excuse it from being criticized by today's standards, either. A quality tactics campaign will have interesting things happening in each scenario, whether it's reinforcements, varied objectives, mission specific AI scripting, a wide variety of terrain, etc.
Much of TOs depth is needlessly convoluted, contrived, and confusing, on top of being mostly useless in favor of TP skills or damage boosting skills. Learning and casting spells is a convoluted process involving scrolls, skills, and "arcanas". Making one skill per enemy race and status effect only serves to intimidate players with a long yet almost entirely useless list of skills. The insistence on naming every spell some sort of pseudo-latin gibberish is particularly ridiculous. It feels like an attempt to browbeat and befuddle the player with similarly strategically meaningless options that have little applicable effect on the game. Many times the shop and crafting list will flood with items and gear for classes you can't even use yet. It's telling that mid way through the game the developers give up and hand you spells that cure all buffs/debuffs instead of creating an individual spell for each effect. The "Tactics Ogre is so deep!" emperor has no clothes.
The AI is incompetent, coded to run forward recklessly and hit the target that they'll do the most damage to, with no regard to focus fire or even the simplest of strategies. Even worse, the game constantly saddles you with uncontrollable, badly behaved AI allies. Your guest allies will ignore your own breakable crowd control such as sleep and won't exorcise undead. In one mission, I successfully slept a hostile enemy that you're supposed to leave alive to recruit later, only to have guest/NPC Catiua attack her and wake her up. This led to the hilarious solution of attacking guest/NPC Cautia with one of my own units so she would prioritize healing herself instead of attacking the sleeping target and breaking my CC. Trying to save potential NPC recruits units that prefer to run away from you and not heal themselves is ridiculous as it's completely random as to whether they'll survive long enough for you to rescue them. Not that recruits are particularly valuable since they'll almost always have a worse skill set than what you can build onto the troops you begin the game with.
The developers require the player to grind to experience most of the games famed "depth". Classes all level up at once, but you can't level a class if it isn't used during a mission, and new classes start at level 1. Since level 1 classes tend to be very weak beyond chapter 1 you'll have to cripple your team or start grinding if you wish to bring a new class up to speed. This means any new class you get past chapter 2 is going to be a dead weight on your team unless you spend time grinding. In addition, any new characters you get won't have the same skill point base or optimal build that you've developed with your older ones, putting them at a significant disadvantage. it's actually more efficient to stick with your initial roster that you begin the game with. Playing Tactics Ogre "any way you want" is only possible if you're willing to put in the hours grinding new class levels and new recruit skills.
Random encounters are frequent and encourage the player to grind, although in what I can only call a minor miracle of design decisions, you can avoid fighting them and run away. Optional areas exist solely to pit players against randomly generated enemies with no other purpose than a boring grind. Clearing these areas even once will over level your party for the next story battles. Recruiting units is a boring, repetitive grind consisting of surrounding a weakened enemy and spamming the recruit skill until they yield. The only positive point is that you can still dominate the game without grinding or getting into random encounters, owing to the games easy difficulty.
The pace of combat is slow and tedious for no good reason, with no way to skip any animations. There are additional, intentional delays when the AI targets something or moves or performs any action at all. These delays aren't the PSP slowing down or processing AI code, but pauses deliberately designed into the game so that slower players can follow what's going on. Any experienced tactics gamer will be bored to tears watching the poorly animated, low-res sprites target something, slowly use an item, cast a spell, or make an attack for the umpteenth time with no way to skip it. As a result, Tactics Ogre's combat progresses at a slugs pace and it is irritating for players who don't want to sit through it. As badly designed and boring as the rest of the game is, the sluggish combat pacing is what will irritate skilled and experienced tactics gamers the most, as it's an unbearable, complete waste of time and drags down my score for the game. There's really no excuse for unnecessarily slow and turgid combat in today's tactics games.
Moving on to the user interface, it's outdated and lacking features. There's no L/R function to switch between viable enemy or allied targets in target selection mode. There's no way to rotate the camera to anything but an overhead view - a huge issue for an isometric 3D game. The menu tree is a UI disaster. Instead of a context sensitive cursor that intuitively speeds up the battle flow by allowing you to move, attack, etc. without going into a menu, you'll have to have to select move, attack, or wait every time. A common series of actions like moving then waiting takes 4+ extraneous button presses due to the poorly designed menus. Abilities, skills, and items are inexplicably split up into different trees for no particular reason. Multiply that by the tens of thousands of times you'll have to navigate the menus to perform the simplest action and combat becomes an unnecessarily laborious chore. Compared to the refined, streamlined control afforded to players of modern tactics games, Tactics Ogre is left languishing somewhere back in the gaming stone age - around 1995, to be precise.
The shop and party management screens are similarly cumbersome and borderline useless. There's no way to see a spreadsheet list of character stats, instead you're forced to view one stat at a time. You can't check whether your classes are at a given level to wear a piece of equipment or learn a spell from inside the shop, nor can you compare shop items and currently equipped gear. The description text in the shops scrolls by at an agonizingly slow pace. Having to jump back and forth between the shop and party management screen when you're trying to outfit 12+ units is tedious, to say the least. There's no indication of what's new in a shop as the story develops, forcing you to scroll through absurdly long item lists hoping that you spot what's new mixed in with the old. This of course ties in with the attempt to befuddle the player with long lists of mostly useless items, gear, and skills. The only saving grace is the auto-equip button, which kept me from going nuts trying to deal with the interface.
On to the battle preparation interface, there's no way to preview the upcoming battle during preparations or see how your unit placement grid relates to their positions on the map, nor can you save during the placement grid screen. You're unable to change the battle party grid on the world map. You can't save during preparation while doing a series of linked missions inside a fortress, forcing you to do your party management all over again if you want to restart. There's no button to immediately remove every person on the battle party grid, instead you have to do it manually. The skip cut scene button(s) are annoyingly inefficient. You'll need to use it multiple times times just to get through what should be a single cut scene. Post-battle results features an annoying flag waving around maniacally, a perfect way to distract someone actually trying to read whatever info the game is trying to present.
The crafting system is tedious, obtuse, and needlessly time wasting. First, you can't check the stats of anything you want to craft, so you won't know whether it's worth the time and effort. Most materials needed to craft items are found in the store, which then need to be synthesized into more refined items. Why bother making the player combine base items into refined items when they could just sell the refined items instead? Although there are certainly some materials that are only obtainable from random encounters (read: more grinding). After an eternity of pointlessly and repetitively clicking and watching a little jar shake around turning your store bought materials into refined materials and combining those refined materials together to finally make an item, you'll usually find out it wasn't even worth crafting in the first place. Even worse, there's a chance your crafting effort will completely fail. You can save/load until you succeed, but then why bother with a sadistic failure rate in the first place? I think the developers have been playing a few too many Korean MMOs, as this sort of nonsense only appeals to gamers for whom grinding, spending hours crafting, watching progress bars, and item failure rates are a way of life.
An autosave system going by the gimmicky acronym of "chariot" is present in TO, along with unlimited quicksaves that completely negate the purpose of the autosaves. The quicksave and autosave features reduce the games difficulty for several reasons. First, it's worth noting that Tactics Ogres quicksaves and autosaves preserves the RNG (random number generator) table that is used to decide if an attack hits, misses, is a critical hit, etc. If you were forced to replay the mission, you would have to deal with a different RNG table, which would cause different events to occur, forcing you to alter your strategy. Reloading from the same RNG table avoids this challenge as you only have one RNG table to worry about. You can reload multiple times to figure out the RNG table, then act in a way that is best suited to whatever the numbers are. It is in a sense no longer random as you know what the numbers coming up are, even if you can't directly control them. The players execution skill, which is their ability to consistently perform actions without making a mistake, is completely nullified with unlimited quicksaves to make up for unlimited mistakes.
There are a series of meaningless "titles" added to the remake, most of which are vapid "gimmie" awards for the ADHD achievement/trophy generation and have little or no relation to the players skill level. The ever present level and skill grinding makes any sort of challenge completable by patience instead of skill. Some of the titles are more a reward of patience than skill, such as "Finish the game without using autosaves and without ever retreating." Retreating from optional battles simply means the player doesn't wish to bore themselves by plowing through easy and tedious random encounters. Furthermore, fighting every optional battle ends up making the game easier to complete due to higher player stats. It's ironic when it takes more skill to deliberately avoid getting an "achievement" than it does to earn it. Like most RPGs it's so riddled with flaws and loopholes that allow the player to avoid difficulty that it is useless as a measure of player skill. Using or not using autosaves is meaningless as you can use the provided quicksaves to achieve the same effect and still get any related titles. Tactics Ogre is useful as an emotional experience only.
Speaking of emotional experiences, I haven't touched much on the plot. It's your standard fantasy tale liberally borrowed from the superior western mythology and fantasy classics that set the standard for the genre, with the typical added melodrama, ham fisted morality, and evil villains you'd expect from a JRPG. The faux-olde English translation seems like a desperate attempt to give the plot some sort of authenticity and hide its JRPG trappings, but it's all there for anyone who sees past the medieval fantasy veneer. I would suggest that people who worship Matsuno as a demi-god and consider the Tactics Ogre franchise to be top notch fantasy writing are insular and inexperienced, but that's beyond the scope of this review. Suffice it to say, there's a reason Tactics Ogre's story isn't regarded outside of video gaming circles as some sort of masterpiece.
The music has a few catchy tunes, but it quickly gets repetitive. The one or two minute battle loops are repeated so frequently that I quickly tired of them and wanted to play my own music. There's no option to turn the music off, so the only option is to mute the game entirely. The terrain being in 3D is not particularly useful since you can't freely rotate the camera. When the PSP is capable of 2D graphics of the sort found in Super Robot Wars Z2, games like Tactics Ogre look like barely touched up SNES games in comparison. Oh wait, it is a barely touched up SNES game, my bad.
Tactics Ogre is not a game for people who enjoy tactical and strategic decision making and timely combat, but for people who like easy, simple, repetitive, and grind-happy "sandbox" or "ball pit" style games such as Disgaea, Final Fantasy Tactics, or other traditional RPGs where repetitive content and grinding is more common than in the tactics genre. Tactics Ogre's customization and combat is mostly designed for players who want to spend dozens or hundreds of hours grinding up a dream team of ninjas, faeries, dragons, and busty witches then steamrolling the campaigns meager opposition. Tactics Ogre is a traditional RPG shoehorned onto a turn based grid while failing to take advantage of the added strategy that the turn based tactics genre offers.
If all turn based tactics started playing like Tactics Ogre (and by extension, FFT and Disgaea), the turn based tactics genre would be almost entirely pointless, and all we'd be left with is a lot of RPG-esque, grind heavy "sandbox" and "ball pit" mush. For that reason, Tactics Ogre is a series that would be better off as a traditional RPG, instead of making a mockery of the turn based tactics genre. Tactics Ogre isn't a completely awful game, just below average game by today's standards, riddled with problems that make it a barely tolerable experience at best.
Review positive ( le gars fait une "counter review" tout aussi partial que celui du dessus, eclipsant les point negatif ) : - Spoiler:
"A tactical title for fans of a dying art", by TruthFacts154
Tactics Ogre: Let us Cling Together is a remake of the original title that was released on the SNES back in 1995. Many non Japanese fans experienced the game for the first time when it was ported to the PSX and localized by Atlus a few years later. Tactical RPGs were still only a niche genre and the game never really gained much recognition with whatever was considered the "mainstream" RPG crowd at the time. The game gained a cult following that kept the title alive in fan communities for a decade even though the majority thought the series was dead. The PSP remake was announced in 2010 and localized in 2011. This remake served to introduce contemporary tactical gamers to one of the founding titles of the TRPG genre. Unfounded critics may try to derail Tactics Ogre's influence on the genre by citing obscure titles that virtually no one knows about. Titles that serve more as nostalgic mystifications rather than relevant contributors to the history of strategy RPGs. Tactics Ogre is essentially the father of Final Fantasy Tactics, which was primarily responsible for bringing tactical RPGs into the viewing light of RPG enthusiasts.
Tactics Ogre presents the player with many tactical options to wage war with. Mission requirements range from destroying all opponents, sniping the designated leader of the opposition, saving particular NPCs to even locating hidden doors or switches to further progression. Most maps feature a variety of distinctive landmarks, objects and terrain that must be utilized properly in order to confront the opposing army. Battle strategies change dramatically based on the composition of the player's army. Armies can be tailored towards melee, ranged or magical combat and each unit can be customized extensively. Tactical Points (TP) function as the medium for special abilities in combat. Battles naturally revolve quite significantly around the acquisition and loss of TP. Building up TP for the player's army and preventing enemies from gaining TP becomes an important factor of combat. TP is not the only resource that needs to be managed as each unit must survive through their HP and manipulate MP to cast magic. There are many micro aspects of the game that take time to learn and inexperienced players may resort to ignoring them because of their complexity and simply write them off as meaningless. Surely complicated elements of gameplay are not meaningless and become trivialized only for those who refuse to put in the learning time.
There are battles where strategic tactics are necessary to accomplish optional objectives. One battle in Chapter 2 presents the player with a choice between defeating a very tough opponent or going for the standard victory. Simply overpowering the tough opponent results in an extremely risky method of play that will inevitably result in casualties. However, a fundamental grasp of the skills and magic systems renders the opponent a walk in the park. Brute force and power levelling are not necessary for those who have the foresight to understand Tactics Ogre's advanced strategic elements. I once had the misfortune of reading a review that suggested the only acceptable practice was to use unintelligent cornering and hoping for the best. That doesn't really sound like tactical gameplay to me.
Tactics Ogre is a deeply involving game with a learning curve that may appear to be overwhelming at first. Those who become overly frustrated may resort to cheap tirades against it claiming that the game is unnecessarily convoluted or confusing. This is merely a case of giving into despair rather than taking the time to become familiar with the game. Learning skills and spells is made possible through distinctive picture/text menus that scroll help text to avoid confusion. Many skills and spells are useful in certain situations but not so in others. This is what I would refer to as tactical depth, yet others may be delusional enough to think this is tedious. The naming scheme for spells has routes in particular languages that serve as the foundation for the game's setting. Yet, I don't think "Sparksphere" is a particularly challenging spell name for anyone who went to middle school.
The AI in Tactics Ogre is one of the game's primary faults, but to regard it as an instrumental reason for the game's downfall is laughable. Guest characters that need to be saved in order to recruit them get the most heat as they are often regarded as suicidal. Yet this is simply another case of inexperienced players not knowing the proper strategy to save them. Every single one of these characters can be rescued 100% of the time if the proper strategy is employed. Ah yes, this means we have to go back to the basics of playing the game rather than throwing our hands up and having a tantrum like children often do. There is no variability or "ridiculous randomness" to saving these characters and the missions where they show up are often some of the most heated and fun battles of the game. It's unfortunate that certain inexperienced gamers simply write these battles off as "unfair" or "annoying" without even attempting to employ strategy (hint: the "S" in "SRPG" refers to strategy).
Grinding is optional in Tactics Ogre but inexperienced gamers may view the grind as necessary in order to progress. Units levelled up individually in the original game and gained attribute increases in a manner that reflected which classes they levelled up in. The remake removed individual unit levels and instead employed a class levelling system. Units are tied to their classes but differentiate based on their personal customizations. Units who participate in battles where the class levels up receive a bonus all around stat boost. The accumulated stat boosts become significant when added up over the course of several levels. This is the main reason why all classes are acquired at the default level of 1 and must be raised up from scratch. It presents the player with an opportunity to bolster the strength of his units through class levelling. Of course this sounds like a monstrous amount of grinding. To be quite honest, one could just pick a handful of classes and have all their units assume them. The rate of levelling will be bolstered and grinding will be irrelevant. It is never advantageous to forego special recruits in favor of the initial generics as specials come with innate bonuses that make them far better. One might think the opposite way due to some jaded sense of inferiority and lack of understanding the character system.
Combat pacing is well done and unit movement speed is greatly accelerated compared to the original version of the game. Tactics Ogre thinks very quickly and the player will rarely experience a moment where the game is halted by loading or lag. Most combat animations are very stylized but still quick in execution so as to not bog down the player in battle. Delusional gamers might think highly of themselves for being "above the grade" of average RPG players by stating the game's pacing is too slow. I'd love to see a tactical title that seems much faster when compared side by side to the Tactics Ogre remake. I can think of many SRPG titles that are far slower in the regular execution of battle exchanges, though. The user interface is pretty well handled in general with pictorial button displays and scrolling help text. Navigating menus is a pretty fluid exercise and the player can generally find what they want to with minimal effort. I was particularly flabbergasted at outlandish claims that there are too many button presses in the game. I believe it was a rant about having to press an extra button or two to get the job done. Sounds more like a chronically impatient gamer to me.
The remake added a variety of collectibles that serve to enhance the fun aspect of the game and are entirely optional. The player can collect such things as battle titles and musical tracks. Battles titles are rewarded for besting certain conditions throughout the game and serve as a simple personal reward for doing something in ordinary. I find it particularly amusing that someone would criticize this system as being meaningless just because they have a personal hang up with anything that doesn't have a direct and tangible purpose. Heavens forbid a gamer will enjoy a small addition to the game intended for personal bragging rights, correct? But I suppose this is a direct result of chronic stubbornness and cynicism that refuses to acknowledge strategic depth, for example.
Tactics Ogre features a masterful plot that revolves around the conflict on the Valerian Isles. The player is given the role of young Denam Pavell, a Walister youth who finds himself thrown into the center of the war. Denam is forced to make many morally questionable decisions throughout his journey. Each of these choices turns the conflict in a different direction and forces allies to become enemies and vice versa. Few games have managed to compete with the scope and depth of Tactics Ogre's plot. A laughable English port once held back the storytelling of the game but the remake corrects this flaw with a brand new translation and localization. Matsuno manages to capture the player with his questions about the laws of humanity and the choices one must make for the greater good. I find it hard to compete with Tactics Ogre's masterful plot. Emotions run high as the player must make sacrifices throughout the game in order to progress to the end result. I find it hard to imagine that players simply denounce classic stories as "cliche" because they don't throw in ridiculous sci-fi elements or unfunny, over the top failed comedic material.
Similarly, the music comes alive like nothing before it in the Tactics Ogre remake. The repetitive and dull soundtracks of the original game are given more unique and lengthier compositions in the remake. This results in a fabulous transition to the PSP where the quality of the soundtrack can be wholly appreciated. Ogre series fans should be delighted to hear that many tracks from Ogre Battle were customized and placed into battles in Tactics Ogre. They fit quite well and add greater variety to the tunes heard during battles.
The Tactics Ogre remake defied the odds in being created as it was conceived 15 years after the initial game was released. The remake satisfied most of the fans of the original game while finding a place amongst the newer gaming population's titles. Despite some flaws in the remake, it is a masterpiece that serves to satisfy players for plenty of hours. Thankfully, dissenting opinions are in the minority and game developers are willing to give the fans what they crave. Its a shame that some ignorant gamers are only able to appreciate Advance Wars and Fire Emblem titles because they are far too jaded to play anything else.
croiser les deux review permet d'avoir une idée générale du jeu. En definitive, j'aurais tendance a dire que la version PSP possede beaucoup d'idée, mais prattiquement toute très mal exploité, alors que la version original est plus classique et a plus des allures de "FFT primitif" ____________ | |
| | | Slump Kikoo Lv -1
Nombre de messages : 15257 Age : 32
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Mar 29 Mai 2012, 17:56 | |
| Intéressant, n'ayant jamais joué au remake PSP ( Je savais pas qu'il avait autant de défauts ), même si pour moi Tactics Ogre c'est obligatoirement sur Snes ( Ou à la rigueur l'opus GBC, moins bon que LCT mais correct quand même ) | |
| | | Shakuras Maker qui quitte E-m Lv 56
Nombre de messages : 6555 Age : 39
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Mar 29 Mai 2012, 18:42 | |
| le PSP, si on est pas trop regardant et n'est pas gené par le grind obligatoire et cette saleté de systeme de job, reste jouable. j'ai 100+ heures dessus quand meme.
Le SNES/PSX est par contre meilleur a mon gout. je recommande de recuperer le PSX, d'ailleurs, car celui ci existe en anglais de base ( comme ca que je l'avais joué ), ce qui est generalement moins buggé qu'une trad parfois incomplete. ____________ | |
| | | Relm ---Fantôme--- Lv 0
Nombre de messages : 40942 Age : 33
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Mar 29 Mai 2012, 19:39 | |
| Je savais pas qu'il existait en anglais sur PS1 ! Ce serait peut être la meilleure des solutions alors ! Il n'a pas été trop saccagé comme portage ? Comme les FF Anthology...
Merci en tout cas, en fait, quoi qu'il arrive je pense ne pas y jouer sur PSP. De 1, ces jeux là il me les faut plus souvent sur TV que sur portable (combats longs) et de 2 le portage PSP est selon moi graphiquement frustrant à regarder. Ils ont gardé la résolution SNES dont tout est minuscule dans l'écran et si on zoom tout est flou, le problème c'est qu'à côté ils ont redessiné les faceset et les menus en haute résolution ce qui clash visuellement entre les deux types de résolutions si on joue en zoomé. C'est un détail, mais je déteste ça. ____________ - Alex RE a écrit:
- C'est comme utiliser une hache pour trancher du pain. Je suis peut-être trop vieux pour ça.
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| | | Shakuras Maker qui quitte E-m Lv 56
Nombre de messages : 6555 Age : 39
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Mar 29 Mai 2012, 20:00 | |
| saccagé ? nullement : C'est identique à la SNES, minus la trad et les evidents temps de chargement ( très faible, par contre. c'est pas FF6 =p ). ____________ | |
| | | Relm ---Fantôme--- Lv 0
Nombre de messages : 40942 Age : 33
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Mar 29 Mai 2012, 20:18 | |
| Ouais voilà ce que je voulais éviter. Puis souvent les musiques ou bruitages souffraient aussi. Mais si c'est un bon portage dans ce cas c'est peut être la meilleure version officielle. (Surtout que la PS1 a pour moi une aura en ce qui concerne les bons RPG.) Bizarre, je vais aller voir à tout hasard sur Ebay, mais je paris que le jeu est devenu très cher. ____________ - Alex RE a écrit:
- C'est comme utiliser une hache pour trancher du pain. Je suis peut-être trop vieux pour ça.
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| | | Shakuras Maker qui quitte E-m Lv 56
Nombre de messages : 6555 Age : 39
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Mar 29 Mai 2012, 20:20 | |
| fort probablement. tu nous dira ca ^_^ ____________ | |
| | | Relm ---Fantôme--- Lv 0
Nombre de messages : 40942 Age : 33
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Mar 29 Mai 2012, 20:42 | |
| Lui ? http://www.cafr.ebay.ca/itm/Tactics-Ogre-Complete-Black-Label-PS1-Playstation-1-/160787870302?pt=LH_DefaultDomain_0&hash=item256fb4325e
Oui, il est cher, donc, à savoir si ça reste qu'il vaut son prix. Je considère que des jeux rares mais très bons peuvent aller jusqu'à 100$ (comme Dragon Force). Si FFT était rare par exemple il vaudrait ce prix selon moi. ____________ - Alex RE a écrit:
- C'est comme utiliser une hache pour trancher du pain. Je suis peut-être trop vieux pour ça.
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| | | Shakuras Maker qui quitte E-m Lv 56
Nombre de messages : 6555 Age : 39
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Mar 29 Mai 2012, 20:45 | |
| ouip, c'est celui la. ____________ | |
| | | Shakuras Maker qui quitte E-m Lv 56
Nombre de messages : 6555 Age : 39
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Mer 04 Juil 2012, 18:10 | |
| bon, rien a faire, je persiste sur les opinions avec le temps :
- les archers sont completement over9000. - les clerc suck a mort - le systeme de classe est moisi : mon groupe est lv 36 a 38, je viens d'unlocker la classe "bucanner" qui est donc level 1.
Et je viens de decouvrir un truc assez etrange , a savoir l'effet des armes :
Un perso avec 100 en force et 100 en dexterité : s'il frappe avec une épée, il fait 120 damage s'il frappe avec une hache, il fait 120 damage s'il frappe avec un baton de mage, il fait 140 damage s'il frappe avec une dague, il fait 160 damage s'il frappe avec un arc, il fait 180 damage.
Wuut, l'equilibre des armes. ____________ | |
| | | Zim ---Fantôme--- Lv 0
Nombre de messages : 10103 Age : 38
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Jeu 19 Juil 2012, 21:48 | |
| Est-ce que ça vaut le coup d'après toi de se racheter une PSP pour ce jeu et pour Ys Seven ? En clair (je n'ai pas tout lu en détail, désolé), est-ce qu'il y a une raison qui pourrait faire préférer la version PSP pour Tactics Ogre ? | |
| | | Shakuras Maker qui quitte E-m Lv 56
Nombre de messages : 6555 Age : 39
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Jeu 19 Juil 2012, 23:10 | |
| je te recopie les plus gros point noir de TO PSP. - Citation :
- - Chaque perso n'a PLUS de level individuel : ce qui prime, c'est le level du job qui est partagé entre TOUT les persos : ainsi, si le job de mage est level 15 et celui de mage level 18, switcher un mage level 15 en mage le fera passer level 18 et vis versa.
- on the topic du changement de job : au fur et a mesure du jeu, on va forcement unlocker de nouvelle carte pour acceder a des job.... et tres probablement les ignorer : ben oui, a chaque nouveau job unlocké, celui ci sera level 1. et c'est valable aussi pour les job speciaux... bref, mettons qu'au dernier chapitre on unlock la classe des Shaman, ben celle ci sera level 1. - Et pour courroner la blague de ce systeme de job, voici venu le systeme d'exp : l'exp est gagné a la fin de la bataille et reparti de force entre toute les classes ayant participé a la bataille, ce qui empeche de feed une nouvelle classe qui restera à la ramasse très longtemps..... ce qui ne donnera pas du tout envie d'utiliser de nouvelle classes. oh, et pas la peine d'esperer un equilibrage des gain pour favoriser les classes les plus en retard. - le jeu est facile ou difficile selon comment on l'envisage : il peut etre completement torché sans se fatiguer si on utilise les archers qui sont completement over9000 ( une skill active qui fait +100 % de hit & de critical utilisable a chaque tour de l'archer. no comment ), voir difficile si on utilise des classe miteuse ou tente d'utiliser de nouveau job quand ceux ci sont recupéré ( because of the minable systeme d'exp ) - Il existe un systeme de forge qui consiste a fusionner des objets pour crafter du gros matos. mignon sur le papier, horrible en pratique : il faut forger des dizaines et des dizaines de sous composant pour faire des composants. un par un. avec une animation qui rendra fou le joueur au bout de 10 minutes. oh, et histoire de se foutre du monde, chaque fusion peut echouer... ce qui impose au joueur d'aller sauvegarder / charger sa partie en boucle
Si ces points ne t'effraie pas, alors tu peux prendre TO PSP et tu devrais pouvoir passer de bon moment dessus ( j'en suis perso a 230 h sur ma sauvegarde ). Après, entre la version PSP et SNES/PSX original, les deux jeux ont chacun leur point fort l'un sur l'autre : la version PSP, de par son systeme de World qui permet de se deplacer a loisir sur LES lignes scenarique en conservant son groupe de jeu offre une bonne durée de vie, ya pas mal de classe et y'a de quoi jouer a droite a gauche, y'a un peu de custo.... alors que l'original est carrement mieux equilibré ( comme je l'ai dit, sur PSP, les Archers... ) Concernant Seven, c'est un excellent jeu, et si je devais lui emetre une critique, c'est l'absence de "boss mode" comme on en trouve avec les Ys precedents. Sur PSP, il y a aussi Ys Oath in Felghana qui est tres bon et SD Gundam G Generation World si le jap et les gundam plaise. Dans la serie "les remake sur psp qui sont à faire si on a pas joué au jeu de base, je cite, pele mele :Phantom Brave qui est fun dans son genre si on aime le NIS-Style, Final Fantasy tactics WoL, toujours excellent malgré les ralentissement de la conversion PSP, Star Ocean 2 et Castlevania SotN. | |
| | | Relm ---Fantôme--- Lv 0
Nombre de messages : 40942 Age : 33
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Ven 20 Juil 2012, 00:41 | |
| Moi ce qui m'a démotivé à jouer c'est Shaku qui spoile les classes qui sont overpowerées. | |
| | | Shakuras Maker qui quitte E-m Lv 56
Nombre de messages : 6555 Age : 39
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Ven 20 Juil 2012, 02:53 | |
| LES classes ? n'exagere pas, j'ai seulement detaillé l'archer et en quoi il était completement OP comparé au reste, et pas plus. je t'ai ps non plus etabli un chart avec les 15-20 classes génériques du jeu par ordre de puissance avec un detail complet des skill & sorts... ¬¬ ____________ | |
| | | Relm ---Fantôme--- Lv 0
Nombre de messages : 40942 Age : 33
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Ven 20 Juil 2012, 03:00 | |
| Oui mais si je joue je vais vouloir utiliser l'archer car il est fort ou non, pire, je vais vouloir l'éviter parce que je me sentirai cheap.
Tout ça pour dire que je veux rêver un peu quand je joue (surtout les premières fois), pas avoir l'impression de voir la matrice. :neo:
Cela dit, oui tu n'as dit que ça, mais j'avais déjà été choquée quand tu jouais à Suiko et que tu voulais un WT complet des persos à recruter alors que tu ne te souvenais plus du jeu. ^^' | |
| | | Shakuras Maker qui quitte E-m Lv 56
Nombre de messages : 6555 Age : 39
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Ven 20 Juil 2012, 03:17 | |
| Un archer seul est puissant, mais n'est pas non plus game breaker. Si par contre ton groupe de 12 perso est constitué de 5-6 archer, la, par contre....
un WT des missable, pas un WT complet. J'ai horreur des trucs missable du genre "retourner dans le dongeon numero 2 entre le dongeon numero 4 et 5, apres le 5, c'est plus possible". j'aime faire un jeu , puis prendre le temps ensuite avant la fin du dit jeu de tout réexplorer pour chercher les "secrets". coller des secrets missable avec des condition temporaire/moisi, parfois sans le moindre indice, c'est juste naze. Deux exemple simple, avec Suikoden I de missable pourrave : 1. le dernier forgeron, pour le recuperer, il faut aller le voir avec les 4 autres. or une fois proche de la fin du jeu, tu as Flik et Viktor d'imposé dans le groupé, impossible d'avoir 4 autre perso avec soit. kthxbye le forgeron. 2. Leon, le troisieme tacticien. il n'est recrutable que si on parle a Mathiu a UN moment precis du jeu ( puisque tout le reste du jeu, il lance des events prenant la priorité sur la recrute de leon ) et qu'on a ce moment la un palais niveau 4 ( ce qui impose de n'avoir raté aucun perso jusque ce moment ).
Pour ce genre de saleté, y'a deux solution : avoir une solution sous la main, ou re-visiter l'integralité du jeu apres chaque evenements. ____________ | |
| | | Relm ---Fantôme--- Lv 0
Nombre de messages : 40942 Age : 33
| Sujet: Re: Comparaison : Tactics Ogre Let's Cling Together ( SNES/PSX ) / Tactics Ogre Wheel of Fortune ( PSP ) Ven 20 Juil 2012, 03:54 | |
| Pour Leon, je ne l'ai jamais raté je pense sans même savoir, on peut le rater, oui, mais dur à rater. Disons que tu as eu un mauvais timing, je ne savais même pas qu'on pouvait le rater en fait, je dois parler à Mathiu régulièrement. Cela dit, je suis d'accord, c'est con quand un jeu te fait rater un truc dans ce style, mais Suiko n'est pas Pokémon non plus, tuer un legendaire c'est tuer ta save (enfin plus maintenant vu qu'ils respawnent) vu que Pokémon se transmet de jeu en jeu... Suikoden, une fois les credits arrivés, c'est fini, enfin bref, je suis d'accord en gros. | |
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