Sunday, October 30, 2011

Tactics Ogre: Let Us Cling Together (PSP) Review


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's campaign 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 with a few randomly placed obstacles. The strategy for almost every mission in the game is to build up your units TP meter, 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 TP attacks. 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 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 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 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 when you have modern tactics games where you can skip as much or as little of the combat animations as you like.

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 moralizing, evil villains, false dilemmas, the "violence to end violence" motive, the teenaged cast, saving the world plot, etc. 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. While it's better than your typical JRPG dreck, it's clearly a JRPG at heart with many of its standard cliches. Suffice it to say, there's a reason Tactics Ogre's story isn't regarded outside of anime/JRPG 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 SFC games in comparison. Oh wait, it is a barely touched up SFC game, my bad.

Tactics Ogre is more oriented towards people who like easy, simple, repetitive, and grind-happy "sandbox" style games such as Disgaea, Final Fantasy Tactics, or other traditional RPGs. 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. It's more like a traditional RPG slapped on a grid that rarely takes advantage of the increased strategy and skill that a turn based tactical level game can offer. Gamers who want fast paced, varied, strategic content that takes advantage of the medium should look elsewhere.

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 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.

11 comments:

azcore said...

Good review, but I wonder why Tactics Ogre is in your recommended list(http://www.tbstactics.com/2010/11/recommended-turn-based-tactics-games.html)?

azcore said...

Also, can you recommend some "sleek, efficient, and well designed modern tactics games of today" released on english?

Matthew Emirzian (mjemirzian) said...

I had the import listed (which is why it was titled wheel of fate and not let us cling together) but I forgot to remove it after I'd played it in English. Sorry about that.

It's getting harder to find good tactics games in English, unfortunately. As far as 2011 is concerned, Devil Survivor Overclocked, Panzer Corps, Legends of War: Patton's Campaign, and Battle Academy are decent. I haven't played any of the 2011 iphone tactics games yet but I'm sure at least one or two of them are decent and in English.

gandran said...

I actually agree with most of your review, but I still loved that game :p. However, though I like the genre I didn't played that much turn-based strategy games, maybe I just never tried a "good" one.

My rules were : no grind, no side quest, when you found an OP strategy don't use it, try most of the classes in one run, no fancy rollback during a fight.

I really like the sandbox thingy in those game, but till now I never found one really balanced. I tend to think only multiplayer games can really be balanced, but maybe I'm wrong.

I didn't read all your posts, but I would be curious to know what your favorite turn-based games are, and why.

Matthew Emirzian (mjemirzian) said...

It theoretically shouldn't be difficult to balance sandbox games. If any option available to the player is equally as likely to win, then the game is balanced. Usually though in their attempt to give everything and the kitchen sink to the player, sandbox games tend to have a few inadvertently overpowering abilities. However, the difficulty of sandbox games is deliberately low to allow even the strangest, most unorthodox strategies to succeed.

It's no secret that I like puzzle-like games or games with strategic difficulty that require complex solutions to each scenario that also involve some kind of useful scoring system. That may or may not include RPG-like growth systems.

My real issue with Tactics Ogre, FFT, etc. is that they drag all of the baggage of traditional RPGs into the SRPG realm then receive loads of undue praise by inexperienced or ignorant gamers. Even ignoring the RPG baggage, Tactics Ogre's levels are poorly designed, repetitive, and uneventful, which certainly could have been improved on without touching its grind happy nature.

gandran said...

I think it's difficult as hell to balance a sandbox. How can you compare an aoe spell with random damage to a backstab ability that will work only on humanoids ? But I see your point, they could just test the game with different settings and try to balance the whole, which they obviously didn't.


I quite don't get the RPG thingy though, I am quite a JRPG hater, I can't play any of those. I finished only Chrono Trigger because I could accelerate time on the emulator and because I found a way NOT to fight all the pointless random encounters (chrono + berserker blade). Yet I really liked FFT and Tactics Ogre, because unlike what I saw in traditionnal JRPG, you have to CHOOSE an evolution path, and provided you don't grind, some fights are challenging with some teams. I remember trying Velius like 30 time before succeeding with my team the first time I played FFT, but obviously because I only did story fights, no "cheated" XP.

However in Tactics Ogre, I was forced to do several (like 3-4) random encounters because my attack always dealt 1 damage due to under-levelling.

I think the balance issue is due to the fact that they wanted everyone to be able to finish their games. Everybody can't finish every mission in one try ? Ok give them a guy with all knights power, excalibur and boosts of perpetual haste... Ok that sux, but you're not forced to play with him.

Again I agree on the level design, objectives are always the same, missions are uneventful and quite rigid. But again I never played another turn-based strategy game with a level design that good.

Another point I really really like in both FFT and TO is the character-based initiative system, I found it far more interesting than team-based initiative.

Private Prinny said...

o.O
That review is really urging my inner fanboy to snap violently...but a Rview a opinion always is and thus it should be respected.

...but couldn't you love this teenie weenie little adorable cute sprites? they make you go *cough*

After reading this harsh but fair review I am seriously interested to see a Disgaea or FFT Review from you.....BUT I can already see which direction that would go! ;-P

FacePlant said...

Turn Based McDonalds Playpen is my favorite genre!

Matthew Emirzian (mjemirzian) said...

>I think it's difficult as hell to balance a sandbox.

Not if all the enemies are generic and easy to beat down as in FFT and TO. Sure the balance is in the players favor, but most players tend to consider that 'balanced', and only 'imbalanced' if the enemy has the upper hand in stats, numbers, etc. Not to mention that CPU AI plays a big role in adjusting the difficulty or balance of the game. Like even if you give the CPU most of the same abilities as the player, if it can't use them properly, the player will still have an easier time.

>Yet I really liked FFT and Tactics Ogre, because unlike what I saw in traditionnal JRPG, you have to CHOOSE an evolution path, and provided you don't grind, some fights are challenging with some teams.

You can play traditional RPGS without grinding, as well. However, in a proper critical analysis of a game, grinding must be taken into account. In FFT if you choose not to grind, you're highly limited in what sorts of setups you can create, because it's probably not worth the effort to saddle yourself with a lv 1 class near the middle or end of the game. You can't ignore something about a game when reviewing it just because you don't like it. Furthermore, there are far more things wrong with FFT and TO than being able to grind or not. For example, you can theoretically grind in Fire Emblem or Super Robot Wars, but they typically have scoring systems or turn counters to indicate that your skill and strategy is lower than someone with a better score.

>However in Tactics Ogre, I was forced to do several (like 3-4) random encounters because my attack always dealt 1 damage due to under-levelling.

Is this the PSP version, or the older versions? I didn't encounter this problem in the PSP version.

>I think the balance issue is due to the fact that they wanted everyone to be able to finish their games.

There are many ways to tackle difficulty, scoring systems, and game balance so that players of a wide range of skills are satisfied. Tactics Ogre does none of these things effectively.

>Another point I really really like in both FFT and TO is the character-based initiative system, I found it far more interesting than team-based initiative.

Both systems have their positives and drawbacks. I don't see it as a positive or negative either way.

>couldn't you love this teenie weenie little adorable cute sprites?

I was more infuriated by the sprites slowly plodding around and being unable to skip their animations, more than anything.

>I am seriously interested to see a Disgaea or FFT Review from you

I probably wouldn't rate Disgaea 4 that harshly. I appreciate the initiative they are taking with their series, always adding new content, new things to do, level editors, etc. It's becoming less of a sandbox and more of a huge playground. Not that it takes any more skill or strategy than before, but at least there's more things to distract yourself with than watching how high your stats can go. Compare that to the FFT and TO series, all of which they've done is release poorly made or barely altered rehashes riddled with flaws and technical issues.

gandran said...

> Not if all the enemies are generic and easy to beat down as in FFT and TO.

I think "Balance" in those game should be about the AI being able to counter all player strategies, which, in my opinion, is quite impossible. Giving better stats just won't compensate if you can trick the AI. It's like trying to make an AI for a chess game with hundreds of different pieces.


> You can play traditional RPGS without grinding, as well.

But not without a thousand random encounters where you only press the attack button while watching long long long fight introduction, attacks, and scoring a the end ^^;


>In FFT if you choose not to grind, you're highly limited in what sorts of setups you can create.
Actually not, I beat the PSP version with 5 level 28-29 dark knights (one of the most advanced class), but you obviously can't do everything.

> You can't ignore something about a game when reviewing it just because you don't like it.

Allright with that, and that's why I agree with your review, but I could still find a way to enjoy the game.

> For example, you can theoretically grind in Fire Emblem or Super Robot Wars, but they typically have scoring systems or turn counters to indicate that your skill and strategy is lower than someone with a better score.

As a player, scoring is revelent (for me) only if it is included in the gameplay, like in rythm games (Ouendan, Rock Band, ...), or a few other games (Trials HD) : if you suck at the game, you can't finish it. Playing a one hour battle without knowing whether you're doing good or not and knowing you will beat it is not really fun, or you need to really love the game. And you'll have to play countless hour to understand how exactly the scoring works, which will probably end up by the player using a very strict strategy, losing all the sandbox interest which is playing the way you want.

The turn counter is also a not-that-good indicator in my opinion, because movement is involved. If all classes are in balanced, those who move faster will surely terminate all missions faster.

However I would love to see a game with a turn counter limit to each battle, a sort of puzzle-turn-based-strategy game. You have a knight, two thieves and a wizard, beat that dragon in eleven turn. That would be awesome.

But it won't work on a sandbox, some strategy are just way faster than others. For example a team with only damage dealer will end up fights faster than one including a healer or two, but maybe the second strategy is way better.

> Is this the PSP version, or the older versions? I didn't encounter this problem in the PSP version.

Yes, I only played TO on PSP, I was level 17 when starting the last dungeon.


Regarding Disgaea, I did only the one with Laharl on PSP (the first one ?) and didn't really like it. The game was "fun" overall, but not thanks to the gameplay. The only difficulty lied in enemy levels. The game offered a lot of possibility to enhance weapons, restart character from the start, etc, etc. But it was grinding all the way, and I finished the game with basically only Laharl, the other character were only here to be killed.

I found it way way below FFT and TO, there were a lot of good ideas unexploited in my opinion.

FacePlant said...

"However I would love to see a game with a turn counter limit to each battle, a sort of puzzle-turn-based-strategy game. You have a knight, two thieves and a wizard, beat that dragon in eleven turn. That would be awesome."

Yeah, too bad nobody has really done that yet.

Yet.