Nif said:I thought Final Fantasy Tactics had some stupidly cheap battles.
Minsc said:It's really not entirely stupid. 1 save = no backup, no backup = stupid.
TommyT said::lol if you're using one save point you're setting yourself up to be screwedSeriously, if you use 1 slot and this happens and you cry because you have to restart, it's your own fault. Sure, there is an argument to be made if it's bad game design to have a battle like this unexpectedly, but I prefer battles like this in these types of games. If you don't, then you have plenty of options on what to do when a point like this comes. Sorry if you don't like them (your choice of options at that point), but you can't please everybody.in any game... and yes, I know it's forced in some.
Minsc said:It's really not entirely stupid. 1 save = no backup, no backup = stupid.
Quixzlizx said:Listen, either it's a good design decision to lock people into these sorts of fights, in which case having multiple save slots is "cheating," or it's a bad design decision, and it's unfortunate that people without multiple slots end up screwed.
You can't argue that people should have been using multiple save slots, and also argue that it was a good idea to set up that battle like that.
He already said it was a bad design decision. But having backup files should always be the obvious thing to do. I think I had two open slots on my memory card, which I alternated every battle.Quixzlizx said:Edit: Pretty sure you ninja-edited while I was typing this up.
Listen, either it's a good design decision to lock people into these sorts of fights, in which case having multiple save slots is "cheating," or it's a bad design decision, and it's unfortunate that people without multiple slots end up screwed.
You can't argue that people should have been using multiple save slots, and also argue that it was a good idea to set up that battle like that.
Yaweee said:But it also raises questions like
1) How often should you be saving to the backup?
2) How much time and tedium does all of that additional save take, X the number of saves you make throughout the game?
3) How much time do you lose when you have to go back to the unstuck save file?
4) How much time does it take to fight through the minimum areas to even get to the hard encounter?
And that, back when it came out, each save slot essentially cost ~$2 due to how small the memory cards were.
I think it is much better design to never have post-savable points-of-no-return, period. Nothing but problems, and often toward no meaningful end other than getting people stuck or "increasing tension!"
Quixzlizx said:Sure you can. You can have an extra save point so you aren't locked into the fight after a cut scene. This has nothing to do with difficulty level... since you can just circumvent it by having multiple save slots, so your point basically boils down to
1. This isn't just a bad design decision, but it's a good one
2. I circumvent this good design decision because "I prefer battles like this in these types of games" with multiple save slots, even though it's good. Obviously you don't think it's a good idea to lock someone in to a certain decision, if you're using multiple saves.
Your argument seems to be rather stupid.
Jinko said:Most games either promt you (black screen style) to save before a paticular event is about to occur or is clear that paticular event is about to occur so that you can save yourself.
For a long time now games have autosave or checkpoints for this very reason, so players don't get caught with their pants down.
Minsc said:1) Everytime you save you should cycle to a different slot (or at least every major area)
.
Quixzlizx said:Edit: Pretty sure you ninja-edited while I was typing this up.
Listen, either it's a good design decision to lock people into these sorts of fights, in which case having multiple save slots is "cheating," or it's a bad design decision, and it's unfortunate that people without multiple slots end up screwed.
You can't argue that people should have been using multiple save slots, and also argue that it was a good idea to set up that battle like that.
TommyT said:What exactly are you thinking is "my argument". Your argument that you can please everyone is the only thing that is stupid. Now if you're saying that in this scenario, if there were a save point in this area it would have made it better, that isn't the necessarily the case. It doesn't solve the issue with someone idiotically using 1 save slot for the entire game.
My argument is, if you're an idiot and something idiotic happens because of it, don't blame the designers. If something idiotic happens because that's the game design, blame them. To me, this isn't a game design flaw, it is the game user being an idiot.
Sadly, we cannot idiot proof everything.
:lol... so you either want a game to be unforgivable or you want them to baby you?
Quixzlizx said:There is no reason not to have an extra save point there so someone can exit and prepare for the fight. It is a bad game design decision because you're saying the user should've had multiple save slots to get around the possibility. If it's required for the user to have multiple save slots to keep from getting locked in and not advancing, it is a bad design decision. The very fact that multiple save slots are required makes it a bad design decision. At least the other posters here acknowledge that the battle should not have been set up like that. I don't know how else to explain it where if you're required to circumvent the game's design by always maintaining multiple slots, it can't be a good design decision. It seems pretty damn obvious to me.
TommyT said:It's not required though. You can go through using one save slot, no one has ever said it was a requirement. I'd be one of the first to agree with you that the setup could have been better for that battle. When I said I liked this type of battle, I was referring to the difficulty of it (either you're prepared/levelled/character set up at this point in the game to beat him or you're not), not the sequence of events that immediately preceded it.
There could have been a very good reason for them to do it. Maybe it didn't fit the flow of the game to be able to go off for a few days to battle harden your guys right after you've stormed this area to go inside.
Congrats, you won the battle to go inside here. You wanna take 30 days to go level up some then come back? Sure it sounds corny but doesn't make it any more of a design flaw.
Quixzlizx said:I wasn't complaining about the difficulty of the fight. I was saying it was a stupid idea on the developer's part to set it up so you'd basically have to start the game over from the beginning if you didn't have the right setup for a fight you didn't know was coming in your first playthrough (I'm assuming that developers don't automatically assume that every person playing their games will have 2+ rotating save slots going).
I'm paranoid when playing RPGs, so I didn't have this problem, but one of my friends was pretty much screwed and stopped playing rather than starting over, and I thought it was a shame since it was such an avoidable problem, on both ends.
Pinko Marx said:Can't believe people are defending that horrible battle. Backup saves shouldn't be a requirement. Nowadays I always use backups, but when FFT originally came out, I didn't have that kinda foresight. Also, up until that point in the game, I made it through most battles with pretty much no trouble, that fight was a HUGE jump in difficulty with no sort of warning or anything. Its a huge shitstain on an otherwise perfect product.
TommyT said:Was going to edit this in above:
Quick aside: I just thought of this but... what if the player didn't save prior to this. Just as there could have been a save point, it's never forcing them to save right? Basically boiling down to the user locking themselves into this situation. Just as multiple save slots is (to you) a "cheat" so would be allowing them to back out of this series of events (to me).
On paper, Tactics Ogre looked wonderful. Quest was reformed to make this game. It was a reintroduction to a franchise that has been dormant for a decade. It was meant to be a love letter to long time Ogre fans while bringing new gamers into the fold. Unfortunately the end result proved to be anything but. It kind of managed to do everything a SRPG shouldnt while at least keeping the wonderful story intact. The good news is that the changes-slash-mistakes made in the remake arent enough to keep the core gameplay from shining through. Nor are they enough to overshadow the cast and characters that make up Ogre Battle Episode VII. Still, Square-Enix is asking use to pay $39.99 for a second rate version of the original game which, had it been released as a PSN classic or on the Virtual Console would have cost between $5.99 and 9.99 and better a better overall experience.
bernardobri said:Fire Emblem series are full of those...
Yaweee said:DieHard GameFAN reviews (has a ton of spoilers, especially a big one in the Balance section) He really bitches about the vast majority of the changes, it seems, especially the balance. Is the AI really as dumb as he makes it out to be, or is he just being nostalgic about the original's?
http://diehardgamefan.com/2011/02/0...ng-together-ogre-battle-episode-vii-sony-psp/
The Scores
Story: Unparalleled
Graphics: Mediocre
Sound: Enjoyable
Control and Gameplay: Mediocre
Replayability: Good
Balance: Bad
Originality: Mediocre
Addictiveness: Enjoyable
Appeal Factor: Poor
Miscellaneous: Mediocre
FINAL SCORE: ABOVE AVERAGE GAME!
TommyT said:I think this is where the disconnect comes in. Are you complaining about the battle itself, or the series of events that immediately led up to it (ie: not being able to back out and go level up, etc.)
Pinko Marx said:Both, but lets not speak of it anymore, lest we anger Ducky.
While the visuals are a step up from the original SNES/Saturn/PSX graphics from the mid 1990s, I was a bit disappointed to see its about the same quality as those of Knight of Lodis.
Worse is that now each character class can only recruit a single type of character (reptile, beast, human, demon, etc) instead of it being uniform and you need to have that skill purchased and active on the right character class to even begin to recruit. Its pretty bad.
Wizard / Wtich : Persuade - Reptile (level 5)
Needed for Lizardman and Lamia.
Cleric : Persuade - Human (level 5), Contract - Holy Spirits (level 10)
Holy spirits is for Divine Knight. Nothing to do with Fairies.
Rune Fencer / Valkyrie : Persuade - Human (level 5)
Knight : Persuade - Human (level 5)
Beast Tamer : Train - Beast (level 5), Train - Dragon (level 7)
Beast is for monsters you will encounter, Griffon, Octopus, Cylopse etc.
Dragon is for Dragons.
Warlock / Siren : Control - Doll (level 1)
Needed for Golems.
Necromancer : Rule - Undeads (level ?)
Needed for Ghost and Skeletons.
Lich : Contract - Demon (level ?)
Gremlin and Orcs use this skill, and Lich is only job that learn the skill..
Valtan or Shaman : Contract - Spirit (level 5)
Needed for Fairy.
Yaweee said:This one does strike me as dumb:
That is going to make recruiting and playing with a monster team nearly impossible.
Holy shit. The merciless death system of the PS1 version is what kept me from finishing the game. I'd get all OCD about losing troops so that when one died I'd restart the battle. It got to be really really frustrating, especially if someone died at the very end. It made the game too difficult and it was one tiny difference that broke it for me.Peff said:Permadeath:
Whereas the original version of the game simply had each dead unit disappear forever after the battle and a very rare revival method, this PSP remake is more lenient, with a new system based on Final Fantasy Tactics. Now, any unit that is knocked out during battle will have a 3-turn counter. Once it reaches zero, said unit will lose one of his or her three hearts. Lose the three hearts and only then that unit will be permanently gone. If the battle is ended or the character revived before the counter reaches zero, no hearts will be lost.
But were not done yet. Random battles (Which is how you find rare objects and recruit new monsters and non-story based characters) have all but been wiped out. I encountered less than ten of them in my first playthrough of the game. The random encounter percentage has been nerfed to almost non existence and you may find yourself just walking the battlefield for minutes trying to hopefully trigger one that has a class or monster you havent encountered yet.
fates said:Diehard's review doesn't seem too objective, reeks of nostalgia and frustration that it's not a carbon copy of the SFC/PSX version.
Fimbulvetr said:Less Random Encounters? :I
Yaweee said:I don't see why that is really bad. Did people like it taking 30+ minutes to get across the map before when going back and forth for sidequests?
fates said:Diehard's review doesn't seem too objective, reeks of nostalgia and frustration that it's not a carbon copy of the SFC/PSX version.
Yaweee said:I don't see why that is really bad. Did people like it taking 30+ minutes to get across the map before when going back and forth for sidequests
Minsc said:Besides, that 100 floor DLC should fill all your random battle needs shouldn't it?
Yaweee said:I don't see why that is really bad. Did people like it taking 30+ minutes to get across the map before when going back and forth for sidequests?
Basileus777 said:Hell's Gate is DLC now?
It wouldn't really fill that role though, as it's a very late game dungeon.
Yaweee said:I'm confused why the reviewer seemed to idolize the final boss battle in the original. There's a few videos online of people just owning the shit out of him with bows equipped to every character, because bows (and archers) were simply broken in the original. Like, ~100-180 damage against a 550 HP final boss, across 13/rd of the map =(
...referencing the retrospective he wrote recently.I've played a lot of remakes over the years. I've loved a lot of remakes. But until now, a remake has never loved me back.
Tactics Ogre: Let Us Cling Together is, without question, the finest classic remake I've ever played. It helps that the source material is so strong, of course, but what really makes this PSP rendition stand out is the way its creators have addressed every single sticking point that frustrated me all those years ago.
The one downside to all these changes is that veteran Tactics Ogre fans are likely to find some disappointment in them, as they do somewhat water down the game's infamous difficulty level. Some of that disappointment, I think, is unwarranted: The first iteration of the game was often hard simply because of cumbersome design choices, and this remake is easier in large part because it doesn't require as much tedious labor on the player's part to keep up with the computer. It's not as though these are thoughtless revisions inflicted on the game by people who don't understand it, either; they're refinements overseen and implemented by the game's original creators, benefiting from 15 years of personal experience (not to mention the maturation of the medium).
duckroll said:This is turning into a really off-topic discussion. Lol.
Pinko Marx said:Both, but lets not speak of it anymore, lest we anger Ducky.
This is a meaningless statistic, since in addition to the autosaves you also have access to manual quicksaves you can reload from. They aren't as handy as the autosaves but they are there.Quixzlizx said:The game keeps track of how many battles you need to use CHARIOT to beat, so your humiliation will be recorded for all posterity.
Unlimited reloading or quicksaves is usually less balanced than limiting their use. Reloading excessively for luck based procs, for example.duckroll said:No I think it did at some point in development, but Matsuno removed that constrain when it got annoying/unbalanced.
mjemirzian said:Reloading excessively for luck based procs, for example.
Yaweee said:... and in the red corner, J. Parish, 1up, A+
http://www.1up.com/reviews/tactics-ogre-review?pager.offset=0
How about when loading from a quicksave?Fimbulvetr said:Pretty sure multiple previews say you can't do this. If an action misses, for example, and you use CHARIOT to retry it the action will miss every time.
mjemirzian said:How about when loading from a quicksave?
It depends whether the RNG table is saved with the game or regenerated every time.
Even if the RNG table is fixed, you can determine the fixed values and then reload to execute your moves in an order that accomplishes what you wanted to do.