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Thread: New Tactics Ogre for PSP     submit to reddit submit to twitter

  1. #41
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  2. #42
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    Men = Covered in armor for protection.
    Women = T&A, baby! They'll just dodge the hits!

  3. #43
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    The female armour designs actually look really good. Most of them have just as much use as armour as the male ones. Shit like the ninja lookin' dude is just wearing some cloth, that's not gonna protect him either way.

  4. #44
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    Ninjas always got wrecked in ogrebattle, so that's nothing new.

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    Quote Originally Posted by Kiarax View Post
    Most of them have just as much use as armour as the male ones
    None of them do, actually.

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    Female berserker lookin' class with the huge axe has more protection than the male version. All minor differences (like male having a helmet where female might not) making little difference either way.

  7. #47
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    Quote Originally Posted by Kiarax View Post
    Female berserker lookin' class with the huge axe has more protection than the male version. All minor differences (like male having a helmet where female might not) making little difference either way.
    You'd better look again. None of the female classes have more protection than any of the male classes cept the zerker-looking one (and we can be sure that class is not about defense) and it's not simply missin' a helm. Look at that armored class on the left side of the 2nd page in the 2nd pic.
    Dude has on a breastplate, chick has on... cloth, then a circlet instead of a helm. Almost all of the classes are like this, especially the two heavily armored ones. Look at the armored class on the 3rd pic.... really. Look how much less actual armor she has.

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    And the archer class has absolutely no difference. The mage classes generally show less but wouldn't function worse in combat in any way (in fact, it'd be better thanks to more freedom compared to robes). The heavily armoured classes aren't the only ones that exist. And none of them look like they're done solely for "T&A" factor.

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    Quote Originally Posted by Kiarax View Post
    And none of them look like they're done solely for "T&A" factor.
    Just like all the female classes are just as well armored as the male ones, amirite? btw, the polearm chick has less armor too.

    No forehead protection, no greaves(leather boots instead, lol), no armguard, less shoulder protection... all for the sake of looks.

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    Quote Originally Posted by Tekki View Post
    Am I the only one that didn't like the Tactic Ogre series because its sense of false difficulty by forcing you to spend too much time on things like HP grinding and traveling over real tactics?

    I love tactics based games from Front Mission, to FF... but TO was always such a boring buzzkill.
    If your only solution to beat a fight was to grind up levels, you were bad at TO. I like to replay the game using only 4-5 characters and never using a training mode. Without ever losing anyone. And I'm far from a hardcore challenge type gamer, most of the shit I see as challenges on Gamefaqs is batshit insane to me.

  11. #51
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    I love my beautiful ladies, but all I see are thighs where bare thighs shouldn't be. This is a war, Son; there's no room for fashion.

  12. #52
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    The guy didn't post a link as to where he got this info from, but everything he has posted has been accurate so far or backed up with a link. This is what he posted.

    Remember those pink hearts for every player unit? If the
    character is not resurrected after 3 turns from "KO" the
    character will be removed from the battle, but it isn't Permadeath
    like FFT. Instead 1 heart is subtracted. If all 3 hearts are used up,
    it's the real Permadeath. However, you can pick up 1 living unit to
    succeed the skills of the dead. Again, it kinda reminds succeeding
    abilities of the dead from the crystal in FFT.

    Also the roster is increased to 50 units, jfyi.

  13. #53
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    Every change I hear, I like.

  14. #54
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  15. #55
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    Double post

    The way Tactics Ogre: Let Us Cling Together handles incapacitated
    party members is similar to Final Fantasy Tactics, the series’
    spiritual successor of sorts.

    When a character gets knocked out you have three turns to revive
    him or her. Don’t worry (too much) if you don’t have anyone who
    can cast Revivify. Each character has three hearts underneath
    their character portrait. The injured character loses one heart
    after the three turn revival grace period runs out.

    If a character loses all of their hearts they’re dead, but the hours
    you invested in leveling them up live on in another character.
    Tactics Ogre: Let Us Cling Together has a skill inheritance system.

    Square Enix also shared pictures of the male Cleric and female
    Berserker classes. Another change from the original game is the
    PSP version has male and female equivalents of each class.

    Tactics Ogre: Let Us Cling Together comes out on November 11 in
    Japan and has been confirmed for a release in North America.
    http://www.siliconera.com/2010/10/14...ntasy-tactics/

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    I could have sworn someone posted that already..?
    Maybe it was just linked to me somewhere else... but I could have sworn I read that exactly earlier. But really, deja vu (and I'm not thinking of your post above on this page)

  17. #57
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    I thought I posted this, but guess not...

    After playing Tactics Ogre: Wheel of Fortune (to be called Let Us
    Cling Together in North America) at the Tokyo Game Show today, I
    don’t really have very much to say beyond “Well done, Square Enix.
    Solid port/remake/whatchamacallit!” The demo showed that this
    game will be great-looking and great-sounding, and will have none of
    the lag or excessive load times that sometimes plague other ports
    when they make the jump to PSP. Some changes might bother
    purists or fans of the original, though.

    Square Enix let showgoers pick from three scenarios: a New Game,
    with all the cutscenes one would expect, or one of two saved
    games showcasing two different battles. I jumped right in to a
    battle demo to check what changes had been made, and just as
    importantly, what had stayed the same.

    Easily the best thing about the new Tactics Ogre is the revamped
    menu system and battle interface. The menus aren’t perfect, but
    they’re significantly less clunky, a lot more intuitive, and display
    more important information on the screen at any given moment.

    In battle, Tactics Ogre plays out like a typical TRPG: characters are
    stacked in a turn order based on speed, and can move and perform
    an action and skill once each per turn. Maps are laid out on an
    isometric grid, and the two sides duke it out until the battle is
    finished.

    The gameplay from the demo doesn’t really require much
    description, because if you’re reading this website, you know the
    general build of a tactical RPG. Tactics Ogre is fun, classic, and
    timeless, but there were a few changes that I couldn’t find
    explanations for within the game. Characters now seem to have a
    TP gauge in addition to MP, and extra skills that can be executed in
    addition to a regular action like attacks or magic. Also, the death
    penalty has been changed to a Final Fantasy Tactics sort of
    countdown, where ally characters have a 3-turn counter that
    must run out before they can be considered “permanently” dead. It
    goes without saying that the latter does affect the difficulty of
    the game.

    The demo also let me try out the C.H.A.R.I.O.T. system. (Yes, that’s
    an acronym, and no, I don’t care what it stands for.) In battle, the
    player can press the L button to bring up a timeline of the actions
    in battle, and can revert the battle to a previous state. From
    there, it’s possible to try a completely different battle plan or
    attempt to correct a mistake. The game will then save both the
    original and the new list of actions, allowing the player to go back to
    the first timeline if the second attempt doesn’t work out. In the
    full game, taking advantage of this system requires the use of a
    Tarot card, but in the demo there didn’t seem to be a limit to the
    number of times it could be used. C.H.A.R.I.O.T. initially sounds like a
    game-breaker, but it could enable some experimentation to allow
    players to really master the system. The demo battles weren’t
    difficult enough to really tell whether or not it will be a good design
    decision in the long run, but the player is never forced to use it.

    Little and big changes aside, Tactics Ogre feels great and plays
    very well. As a PSP port, it stands out from the crowd because of
    its speed and smoothness. The game is due out in Japan Nov. 11 of
    this year.
    http://rpgland.com/tactics-ogre-let-...on-impression/

  18. #58
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    Whoa, its like save states, without the rom. Crazy talk.

  19. #59
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    Some PSP games tend to have long or frequent loading times that
    can get in the way of your fun. This, however, won’t be an issue
    with the PSP remake of Tactics Ogre: Let Us Cling Together, series
    creator, Yasumi Matsuno, assured his followers on Twitter earlier
    today.

    Matsuno got to try out a retail sample of the game on a PSP-3000,
    and was taken aback by the speed with which the game loaded,
    considering that it was running off of a UMD. Transitions from the
    overhead world to the battlefield, Matsuno says, only take 1
    second.

    Next, Matsuno proceeded to install the game to his PSP, revealing
    that Wheel of Fortune allows for a 665MB Data Install. He tweeted
    that this made the game load even faster overall, and specifically
    pointed the transitions to the battlefield as loading quicker.

    Square Enix are selling a collector’s pack of Let Us Cling Together on
    their online store. At 9,980 yen ($120), in addition to the game, it
    contains the soundtrack, a set of tarot cards (which are also
    available if you pre-order), and an illustration signed by Akihiko
    Yoshida packed in a box designed to resemble an oil painting. You can
    listen to two pieces from the soundtrack at the game’s website.

    Tactics Ogre: Let Us Cling Together is due for release on November
    11th. In addition to the collector’s edition, you can grab a regular
    UMD copy for 5,980 yen (about $70) or a digital version off the
    PlayStation Network for 4,980 yen ($60). A North American and
    European release are planned, but no dates have been announced
    yet.
    Biggest install I've seen so far. Doesn't seem to be needed though. Game must run really well with the install though.

  20. #60
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    I wonder if those Tarot cards include the whole deck... probably just the Major Arcana. and we won't get them anyway lol.

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