Men = Covered in armor for protection.
Women = T&A, baby! They'll just dodge the hits!
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.
Ninjas always got wrecked in ogrebattle, so that's nothing new.
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.
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.
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.
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.
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.
Every change I hear, I like.
23 new screens
http://www.andriasang.com/e/gallerie..._ogre_screens/
Double post
http://www.siliconera.com/2010/10/14...ntasy-tactics/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.
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)
I thought I posted this, but guess not...
http://rpgland.com/tactics-ogre-let-...on-impression/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.
Whoa, its like save states, without the rom. Crazy talk.
Biggest install I've seen so far. Doesn't seem to be needed though. Game must run really well with the install though.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.
I wonder if those Tarot cards include the whole deck... probably just the Major Arcana. and we won't get them anyway lol.