Tactics Ogre: So Far, So Clinging Together

17.02.2011

If I had to complain, it'd be about what I'm doing between battles. Tactics-angled games emphasize what goes on off the battlefield, sometimes forcing you to pore over reams of data before the game takes off. It can feel like charging a forcefield, and it's the case here. Tactics Ogre holds your hand (actually, your arm behind your back) the first battle or two, then drops you out in the world with upwards of a dozen characters and twice as many travelogue, shop, and stat screens. That's a big party and a lot to think about just getting going. Figuring out who does what and why, what's best assigned there, or where that thing goes, takes hours after you've only just started. I'm all about climbing the mountain, but it's a minor buzzkill after years of smarter game design (see ) that ramps up gradually.

So be it. Five hours in, the between-battle stuff's coming together. I get who's best with what and how to tap the square button and use the d-pad to cycle through tiny screens with teeny icons to check item-class compatibility. I'm ready for finishing moves, auctions, class shifts, crafting, to build out skill slots, and fiddle with arcana. And I'm going after Nybeth with everything I've got. The guy doesn't stand a chance.

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