![]() Debuffs are more practical – In FFT I rarely bother with debuffs and status effects. The usefulness of this ability guarantees several knights a role in my party – and as a gameplay feature, it ensures unit positioning is of proper importance.Ģ. Now, in Tactics Ogre, certain melee classes – such as knights! – can project a one-square zone of control around themselves that prevents enemies moving past. ![]() ![]() ![]() RPG Tactics 101, right? But in FFT, there was theoretically nothing (terrain aside) to prevent making a beeline for the squishies. Class abilities make it easier to set up proper party front and back lines – The knights should be up front, the wizard and cleric should be in the back. How do these two classics of the tactical RPG genre stack up?ġ. And while I haven’t finished Tactics Ogre, either, I have played for long enough (15 or 16 hours) to see what Tactics Ogre does better – and what it doesn’t. I came straight from a three-quarters-finished play-through of Final Fantasy Tactics: The War of the Lions to Tactics Ogre: Let Us Cling Together. Check out my impressions of the game’s (1) character profiles (5) how I used different character classes in battle (4) an unfortunate mishap later in the game, and (5) my verdict on the game. This is the second post in my series on Tactics Ogre.
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