Tactics Ogre

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Tactics Ogre: Let Us Cling Together is a tactical role-playing game created and released by Quest Corporation in 1995 for the Super Famicom. It was later released for the Sega Saturn in 1996 and the PlayStation in 1997. The PlayStation version was released in North America in 1998 by Atlus USA.

Tactics Ogre: Let Us Cling Together is a tactical role-playing game created and released by Quest Corporation in 1995 for the Super Famicom. It was later released for the Sega Saturn in 1996 and the PlayStation in 1997. The PlayStation version was released in North America in 1998 by Atlus USA. This game is the second in the Ogre Battle series. The story is set in the war-torn kingdom of Valeria, where the main character, Denim Powell, works with a local resistance group fighting against foreign forces. Denim becomes involved in conflicts between different groups that are causing the war. Battles are turn-based, played on grid-based maps viewed from above, with an emphasis on positioning and using special abilities based on characters’ classes.

The game took two and a half years to develop. Yasumi Matsuno, the creator of Ogre Battle, directed, wrote, and designed the game. The story was inspired by real conflicts in Europe and Asia, blending personal and political drama with the fantasy setting of Ogre Battle: The March of the Black Queen. The gameplay was influenced by the game Solstice and uses a combat system similar to chess, unlike the real-time battles of the earlier game. Hiroshi Minagawa was the art director, and Akihiko Yoshida designed the characters. The music was composed by Hitoshi Sakimoto and Masaharu Iwata, who used the story as inspiration. The music is still remembered fondly by the composers.

The Super Famicom version sold 500,000 copies in Japan and received positive reviews. Later versions also sold well and were praised for their gameplay and story. However, the PlayStation version faced criticism for technical problems. Over time, the game has been remembered as one of the best in its genre. After finishing Tactics Ogre, Matsuno left Quest Corporation and joined Square (later Square Enix), where he created Final Fantasy Tactics (1997) and other games set in the Ivalice universe. Quest Corporation continued making games in the Ogre Battle series until it was taken over by Square in 2003. A remake of the game for the PlayStation Portable was released in 2010.

Gameplay

Tactics Ogre: Let Us Cling Together is a tactical role-playing game where players control Denim Powell, a soldier in the fictional country of Valeria. Players can rename Denim and choose their birthday and answers to questions that affect their character's traits and abilities. The game takes place on a map divided into sections called nodes. Moving between nodes triggers story events and battles. Each move on the map represents one day in the game, and the weather changes daily. Before battles, players can assign weapons, armor, and items to their units. A training mode lets players control both sides of a battle and improve unit strength. This mode supports two-player gameplay on the Super Famicom version.

The game uses a turn-based battle system called the Non-Alternate Turn System. Battles happen on a small grid map viewed from above. Each team can have up to ten units on the field and 30 total in their army. Enemy units and allies are controlled by the game’s computer. Units move and attack based on their position and range. Turn order depends on a unit’s Wait Turn (WT) points, which change based on actions taken. A unit’s strength and speed affect how many WT points they gain each turn. When enemies are defeated, they may drop tarot cards that temporarily boost a character’s abilities. After completing a battle’s goal, units gain experience to level up. If Denim dies, the game ends, and players must restart from a previous save.

Units can perform actions like moving, attacking with melee or ranged weapons, casting spells (if they have enough magic energy), using items, or using special moves. Denim has a unique ability called "Persuade," which may allow recruiting enemy units. Terrain and weather affect movement and actions. Units behave based on their story choices and elemental strengths, which influence compatibility and attacks. Characters have classes with specific abilities that can be upgraded through battle and shared with other characters.

The story has three main paths—Law, Neutral, and Chaos—based on whether Denim follows or rejects authority. Some characters live or die depending on choices made during story events. The story splits into three chapters, then converges for the final chapter. The ending depends on earlier decisions, with up to eight different endings possible. A menu called the Warren Report, named after a character, provides details about characters and events not shown in the main story.

Synopsis

Tactics Ogre is set in Valeria, a group of islands that form one kingdom ruled by King Dolgare. The people of Valeria worship six gods of the elements, along with the Light Goddess Ishtar and the Chaos God Asmodeus. After King Dolgare dies without an heir, the three main groups in Valeria fight a short war, dividing the islands into separate territories. The three main groups are Bacrum-Valeria, supported by the foreign nation of Lodis and led by Bishop Branta Mown; the Galgastan Kingdom, led by Cardinal Barbatos; and the Walsta People, led by Duke Ronway. When Galgastan gains control, the Walsta People face persecution and are forced to live on a small island.

The story begins with a Walsta resistance group—Denim Powell, his sister Kachua, and his friend Vice Bozek—attacking a group of mercenaries. They mistakenly believe the mercenary leader, Lans Hamilton, is the Black Knight Lans Tartare, a Lodis soldier who once imprisoned Denim and Kachua’s father, Plancy. Hamilton, who feels sorry for them, joins the group and brings the old sage Warren. Kachua tries to stop Denim from fighting, but Denim’s loyalty is tested when Ronway orders the killing of a town that refuses to join the resistance, blaming Galgastan for the crime. Denim must decide whether to follow the order or refuse. Vice disagrees with Denim’s choice and either becomes a fugitive or secretly allies with Bacrum-Valeria.

Later, Denim finds Plancy, who is dying from an illness that cannot be cured. Plancy reveals that Denim is related to the Mown family and that Kachua is Dolgare’s illegitimate daughter, giving her a claim to the throne. This news strains Denim and Kachua’s relationship, causing Kachua to briefly join Tartare’s forces. If Denim does not comfort her, she commits suicide. During this time, Hamilton is captured and tortured by Tartare, and after being rescued, he is left crippled and mentally harmed. Galgastan is conquered, and Barbatos dies either by suicide or execution. Ronway’s role in the massacre is later exposed, leading to his assassination by his own people. Tartare’s forces are defeated, and Denim kills Branta Mown. Survivors of Tartare’s Dark Knights use the stolen Zenobian sword Brunhild to open a portal to Asmodeus’s realm. They attempt to use its power to stop Denim’s forces but are killed instead.

It is later revealed that Dolgare, after his wife died, made a deal with Asmodeus to bring her back. This made him become an Ogre, an enemy of humans. Dolgare tries to reclaim Valeria, but Denim’s forces defeat him. Warren sacrifices his life to close the portal. Depending on Denim’s choices and Kachua’s fate, either Kachua becomes queen and unites Valeria in peace, or Denim becomes king. If Denim becomes king, Valeria might be taken over by Lodis, or he could be killed during his first speech as

Development

The development of Tactics Ogre started at Quest Corporation, the company that created and published the game, after the unexpected success of Ogre Battle: The March of the Black Queen when it was released in 1993. The idea for Tactics Ogre was already planned by 1992, but Matsuno’s team had first begun working on an untitled 3D action game. This project was stopped when Quest Corporation asked for a sequel to Ogre Battle. Matsuno created a detailed proposal with many pages, and it took several months before the project could begin at Quest. During this time, Matsuno became frustrated with Quest’s company structure and eventually left, but he still wanted to finish Tactics Ogre. Matsuno worked as the game’s director, designer, and writer. The game took two and a half years to make, with a team of 15 to 16 people.

Hiroshi Minagawa was the art director, creating the game’s character images, effects, and user interface. Akihiko Yoshida designed new characters, level backgrounds, and character portraits. This work was difficult because the console had limited color options. Minagawa used character images from Ogre Battle as a base for the animations. Yoshida created more realistic character designs, inspired by the "Disney-like" style of Ogre Battle, which Matsuno approved of. Matsuno asked Yoshida to base character faces on famous actors, such as making Hamilton look like Kevin Costner from The Untouchables. Yoshida ignored this request and created original designs, which Matsuno later accepted. Memory limits were a constant challenge, as only walking and running animations could be displayed at the same time.

Matsuno changed the game from real-time to turn-based tactics because he found the first game’s systems uninteresting. He compared this to how the movies Alien and Aliens have different paces and audiences. He also wanted to create a more accessible alternative to the difficult Fire Emblem series. The game’s quarter-view perspective was inspired by Solstice, a game Minagawa enjoyed. Minagawa made a prototype design that Matsuno used as the technical base for Tactics Ogre. The 3D-style levels were created using custom-built Hermit technology, which allowed large-scale levels to be made with limited memory. This helped include detailed graphics and complex animations. The battle system was inspired by chess. The magic system, which started with an empty meter that filled over time, was chosen to show the power of magic in the game’s world.

While Ogre Battle focused on a high fantasy battle between good and evil, Matsuno was not satisfied with the result. He wanted Tactics Ogre to be a complex, dark fantasy story with less focus on supernatural elements. He aimed to immerse players in a foreign setting, basing the world’s history on the Middle Ages and its society on the Roman Empire. To help create the story, Matsuno read a book about world mythology. Inspired by the detailed storylines in the Final Fantasy series, Matsuno planned to write a "thoroughly written scenario." The initial plan included the first chapter’s split narrative, a conversation between Hamilton and Tartare, and Hamilton’s fate. This scene was meant to explore themes like the meaning of justice and why people fight. The total story, system, and tutorial text reached 300,000 characters, which was planned from the start. Due to the Super Famicom’s limits, Matsuno staged the story scenes like a play.

Tactics Ogre was designed as the seventh chapter of a larger story called the "Ogre Battle Saga." March of the Black Queen was the fifth chapter, but Matsuno felt the gameplay of Tactics Ogre did not fit the sixth chapter, which would have continued the first game’s story. Instead, Tactics Ogre ran parallel to the sixth chapter’s planned events. When the same world was used, characters from Ogre Battle, like Hamilton, were included in the story. The narrative was influenced by real-life conflicts, such as wars in Syria, Azerbaijan, Armenia, the Yugoslav Wars, and the Rwandan genocide. Depictions of ethnic conflict were rare in Japanese games at the time. Matsuno was also inspired by events like the fall of the Berlin Wall, which were shown on Japanese television. He wanted the story to show how conflicts based on any differences between groups could be resolved. The multiple story routes were inspired by sound novels and gamebooks.

Originally, Hamilton was the planned main character, but Matsuno created Denim and focused the story on him. Denim’s name came from the material "denim," and Vice’s name was inspired by the clothing brand "Levi’s," reflecting their lower social status. Kachua was not given a similar name, showing her higher rank. Kachua’s emotional instability and obsession with Denim contrasted with typical fantasy heroines, resembling later "tsundere" and "yandere" archetypes. Matsuno avoided idealized heroines because they were overused in media and wanted a more complex female character. The Zenobian mercenaries were included because they were early characters in Ogre Battle and players would connect with them. Matsuno adjusted their characters, especially Canopus, to make him a protective older brother figure. While Matsuno initially thought the Chaos route was the main story, he later described all endings as alternate timelines with no single "correct" choice. Due to memory limits, Matsuno reduced story divergence and unit loyalty systems. Denim’s different endings as Valeria’s king depended on a hidden algorithm, similar to Ogre Battle’s Chaos Frame. A cheat code was added to show this through the Warren Report screen, but Matsuno lost the memo describing it. Fans found it in 2014 through data mining.

The music was composed by Hitoshi Sakimoto and Masaharu Iwata, who had worked on the first Ogre Battle. While Ogre Battle’s music was lighter, Tactics Ogre’s music was darker and more dramatic. This was Sakimoto’s first time creating music that sounded like an orchestra, using synthesizers to mimic live instruments. Sakimoto put more effort into Tactics Ogre than Ogre Battle, and he said he gave his full heart to the compositions. Iwata described his work on the Ogre Battle series as a chance to change his musical style, calling Tactics Ogre his favorite from that time.

A soundtrack album, featuring the original music on the first disc and in-game MIDI versions on the other two discs, was released by Dat

Release

Tactics Ogre was released in Japan on October 6, 1995. This was 18 months after its initial announcement because Matsuno wanted more work to improve the character animations. The game's subtitle was inspired by a song with the same name by the British rock band Queen. Later, Minagawa said Matsuno's love of Queen and sadness over the death of Freddie Mercury led to many Queen references in the game. A demo was shown shortly before the release on the Super Famicom's Satellaview add-on. The game was also sold through the Nintendo Power flash cartridge. It worked with ASCII Corporation's Turbo File, allowing players to move game progress between systems. This version was re-released in Japan for Virtual Console on the Wii U on January 30, 2009. A Virtual Console version for New Nintendo 3DS was released on November 21, 2016.

The game was also released on the Sega Saturn by Riverhillsoft on December 13, 1996. Junji Shigematsu, who also helped bring the original Ogre Battle to the platform, oversaw the port. A priority was making sure the game ran smoothly, as the new CD storage could cause lag. The Saturn version included voices for some story scenes performed by 17 actors, including Nozomu Sasaki (Denim), Yumi Tōma (Kachua), and Toshihiko Seki (Vice). Kazuhiko Inoue managed the voice work. Additional music was created for the different endings. Promotional items, such as metal figures of key characters and stickers for the Sega Saturn Backup Memory cartridge, were given out with the game's release.

A PlayStation version was developed by Kuusou Kagaku and published by Artdink on September 25, 1997. Artdink reissued this version in Japan on December 2, 2000. Atlus USA published the PlayStation version in North America, following the success of the PlayStation version of the original Ogre Battle. It was released in North America on May 6, 1998, without the original subtitle. The localization was completed earlier, but Atlus delayed the release to avoid competition with Final Fantasy Tactics and to reach players who might try the game after playing Final Fantasy Tactics. The localization was limited by the old hardware's word restrictions. This version was never released in Europe.

Multiple guidebooks were published in Japan for the different versions of Tactics Ogre. Super Famicom guides were made by Aspect Co. and Shueisha, the Saturn guide by Shufunotomo, and PlayStation guides by Zest. A downloadable art collection was released for Microsoft Windows and Macintosh by Bothtec, the parent company of Quest. The game was also adapted into a manga series by Enix, a gag comic anthology by Studio DNA, and another anthology by Enix with a cover illustration by Akihiro Yamada. The Super Famicom version was never released outside Japan because the console was no longer popular, the game's story and mechanics were complex, and Western players showed little interest. A fan translation of the Super Famicom version, using the PlayStation script with a patch, was released by Aeon Genesis on April 25, 2010. A fan translation of the Saturn version, using the PlayStation Portable script, was released on February 27, 2023.

Reception

The Super Famicom version of the game sold more than 500,000 copies in Japan. The Saturn version sold over 70,000 copies by February 1997, making it one of the most popular games for that console at the time. During its release month, the Western PlayStation version ranked ninth on EB Games' PlayStation sales charts. The Japanese gaming magazine Famitsu gave the game a Gold Award in its review. The review website GameRankings gave the PlayStation version a score of just over 81%, based on six reviews.

Famitsu praised how the story was included in the gameplay. Electronic Gaming Monthly said the story was easy to follow compared to Final Fantasy Tactics and noted that it had multiple endings. A later review by Nintendo Life's Gonçalo Lopes called the story "anything but [cliche]." Bryan Boulette of RPGamer gave the story high praise, calling it one of the best in the genre. Jeremy Tan of RPGFan was also positive about the story, saying it had a good tone and variety. The magazine PlayStation Extreme said the story was better than that of Final Fantasy Tactics.

Famitsu reviewers generally praised the gameplay but mentioned that its high difficulty made the training area almost necessary. Electronic Gaming Monthly said the gameplay was solid and enjoyable. GamePro said the gameplay was more diverse than the complex but narrower approach of Final Fantasy Tactics. Peter Bartholow of GameSpot said the gameplay was enjoyable and noted that each story route had a long playtime. Game Informer praised the randomness in gameplay from story choices and unit customization options. Lopes praised the gameplay despite its age on the original hardware, while Tan said the unit customization was simpler than in other games like Tactics. PlayStation Extreme liked the combat style but noted some repetition later in the game. French magazine Joypad said the game offered many hours of enjoyment because of its complexity and length.

Famitsu and GamePro both praised the graphics, though GamePro said the sound effects were used too little. Lopes also noted the limited use of sound effects but praised the graphics and art style. Electronic Gaming Monthly and Tan also praised the music. Game Informer said the graphics were less powerful than those in Final Fantasy Tactics. Bartholow was not very positive about the graphics, saying they looked outdated compared to other games on the platform. PlayStation Extreme had mixed opinions about the audio and graphics, saying they were old and from the Super Famicom. Joypad said the game had few extras and language options.

Both Nintendo Life and RPGamer gave the Super Famicom version perfect scores. Famitsu and Sega Saturn Magazine praised the Saturn version, noting the addition of voice acting. Famitsu said the PlayStation version was a faithful copy of the Super Famicom original. Western reviewers criticized the PlayStation version for technical problems like slow frame rates, long loading times, and bugs.

The Super Famicom version won the Best Import Strategy Game of 1995 from GameFan magazine. In March 2006, Famitsu readers voted Tactics Ogre as their seventh favorite game of all time. In 2017, IGN ranked Tactics Ogre as the 20th best RPG ever, noting its mature themes and multiple story paths. In 2019, Famitsu readers named Tactics Ogre the 15th best game of the Heisei era (1989–2019). A PlayStation tactical RPG review by 1Up.com called Tactics Ogre one of the best games of its time. A later review praised its story and gameplay but said it was hard to access outside Japan except through the PlayStation version. Kat Bailey of USgamer said the game was innovative for its time and had mature storytelling. Kimberley Wallace of Game Informer ranked it among the top ten tactical RPGs, mentioning its PlayStation Portable remake as a way to play it more easily.

Legacy

After finishing Tactics Ogre in 1995, Matsuno left Quest and joined Square, which later became Square Enix. He worked with some of the Tactics Ogre team to create Final Fantasy Tactics for the PlayStation in 1997. Final Fantasy Tactics was successful, and Matsuno made more games in the same world, like Vagrant Story (2000) and Final Fantasy XII (2007). Final Fantasy XII was his last game for Square Enix. He left in 2005 because of health issues but came back later to work with them as a freelancer. Banri Oda, who writes stories for Final Fantasy XIV, said Tactics Ogre directly influenced how he told stories in the Shadowbringers expansion.

Even though he left Quest after finishing Tactics Ogre, Matsuno planned a third Ogre Battle game that would mix elements from the first Ogre Battle and Tactics Ogre for a wider audience. Quest kept making Ogre Battle games until 2003. After releasing Tactics Ogre: The Knight of Lodis, which is a prequel to Tactics Ogre, Quest was taken over by Square. They then made games in the Final Fantasy Tactics series. Minagawa brought back most of the original team, including Matsuno, to remake Tactics Ogre for the PlayStation Portable. It was released in Japan in 2010 and in the West in 2011. In the West, it was called by its original name, while in Japan it had the subtitle "Wheel of Fortune." The game had more story, new gameplay, art changes, better graphics, and a new translation.

A new version, Tactics Ogre Reborn, was released on November 11, 2022. It was based on the PSP version but had more changes to graphics and gameplay. It is available on PC, PlayStation 4 and 5, and Nintendo Switch.

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