Tactics Ogre: Reborn | Directly Comparing The HUGE Changes

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Before there was final fantasy tactics, there was  Tactics Ogre. And Tactics Ogre: Reborn is a big   modernizing rework, of what was considered to be  one of the best strategy RPGS of all time, Tactics   Ogre Let Us Cling Together. So, I went into this  expecting the same old video game just repackaged   with a higher resolution like what is standard,  but was really surprised by how much of the core   combat system, progression, and RPGs elements  have been completely altered to the point of   this pretty much being an entirely new game. For  real. So, to show what I mean, I’m going to give   ya some direct comparisons of the old versus the  new, and if YOUR new here, hit that subscribe.   First, the class leveling, skill and spell systems  are entirely reworked to give you access to more   useful abilities and passives, earlier on in the  game. The old version of the skill system looked   like this, with really basic text descriptors,  that you unlock with a slowly accumulating amount   of overall skill points. In the new version,  each character themselves individually levels up,   instead of their overall class, and they  passively gain access to different skills   and abilities as they rank up. Those skills  will then level up independently over time as   you use actually use them, and each character  can socket 4 on them right from the go.   There's also some entirely brand new skills that  have been added. The Spells went from being pretty   basic looking pieces of paper, to now having  unique graphics to help distinguish between them.   Above your skills, 4 of those spells  can be assigned to each character.   During combat, the old UI had all of your  actions shoved over on the left hand corner.   Here, everything is listed right by your  character, and it’s a lot easier to choose between   all of their gear, spells, skills and items. Items  are also handled a bit differently here, having   to more carefully plan which 4 items a character  takes in. Another huge change, are in the   inclusion of spawning buff cards that can be  acquired for temporary bonuses during combat.   After you physically move to them, Each  character can have 4 of these active at a time,   but there are some with negative effects, which  you can be used against you or to your advantage   by using skills or attacks that move characters.  These do add a little bit of visual clutter,   but add more depth to your regular  turn to turn placement considerations.   In the old version, turns moved at one  speed which played out at this rate.   Now, there is a toggleable speed button, which  helps to hasten the overall flow of the game.   In the old version, there were two zoom levels,  and 3 ways you could shift the perspective.   In reborn, there are 3 levels of zoom and  more ways to shift the perspective. Also,   It kinda used to be a bit of a pain to see health  bars in the older version, having to hold down a   button to do so, but now, you can toggle them to  always stay active above characters, at all times.   Elemental types and matchups, becomes  more of a focus of the gameplay here,   even adding a whole new choose to the intro, which  dictates your main characters starting element.   In the old version, you made your 5 basic  tarot card decisions and that was it.   In the old version, when you target an enemy  to attack, it gave a decent but not a ton of   tactical information. In the updated UI, it now  quickly shows you if the elemental type is a good,   bad, or neutral match up right inbetween the  characters and gives generally a lot better   information on if you're effectively  exploiting that enemy type or not.   Originally when hiring new party members, it only  asked which alinement type they would be, but now,   you get to manually pick what elemental type each  unit starts as. You can use charms now though,   to change their element after you pick this,  along with other properties charms can alter.   The class switching system in the old  version, was pretty solid already,   and is mostly the same in the new version, except  for levels being tied to each individual character   instead of by each class. As for the story side of  things, the narrative used to play out like this…   but now, cutscenes are actually voiced… The   sound effects and music have  been greatly improved as well.   Now, for some of the other  quality of life changes.   The equipment screen used to be pretty big and  bulky with alot of scrolling around to find   things, but in the new version, the menu stuff  is much easier to navigate with much better info.   You can also now highlight just about anything  in here to get more direct information on it.   The shop has seen some improvements  as well, now looking like   this. Any purely sellable items, will also be  sold now automatically when you enter the shop.  The map screen is mostly the same, however, random  encounters that happened sometimes when moving   from place to place, have been completely  removed. Now, you can manually choose the   train button at a location, to initiate extra  battles to grind up levels. There are also now   bonus objectives during combat encounters, which  yield you some extra items in the victory section.   The battle preparation screen in the old  version, functioned like this, and it’s   pretty similar in the new version but now you  can have multiple pre set formations of troops.   You can even now scout the battlefield ahead  of time, which helps you to assign better   units that will counter the element,  and type of enemy you are against.   And if you want things to be a bit more  automatimated, you can now assign basic   AI functions to your party members, if you  want to adopt a purely hands off strategy.   The enemy AI has been tweaked and improved  though, so an actual human will be more   effective during certain situations. The rewind  turn feature from the old version is here too,   and functions mostly the same but provides nice  little previews of the turns you can rewind to.   If your playing on PC, keyboard and mouse is fully  supported in the new version, which makes moving   and assigning actions a little faster. The options  menu in the older version, was very bare bones.   It this version, theres many more options,  like all the normal audio level stuff,   general gameplay tweaks, button assignment,  and pretty basic graphics settings.   Now, that is not even everything that has  been updated or entirely changed in Tactics   Ogre Reborn, but those were the main take aways I  noticed as I just started playing through this new   version of the game. Let me know what you think  of the new tweaks to the gameplay and graphics,   and for the purists, the old version of the  game will always still exist so everyone wins.   Thanks for checking out this real quick  comparison, I’m alex, and thanks for watching.
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Channel: Boomstick Gaming
Views: 115,894
Rating: undefined out of 5
Keywords: tactics ogre reborn, final fantasy tactics, square enix, tactics ogre, tactics ogre reborn gameplay, tactics ogre remake, tactics ogre reborn changes, tactics ogre changes, tactics ogre reborn vs original, tactics ogre reborn vs let us cling together, tactics ogre let us cling together, tactic ogre remake, tactics ogre remaster, tactics ogre reborn review, tactics ogre reborn before you buy, tactics ogre reborn guide, tactics ogre reborn comparison, tactics ogre 2022, gameplay
Id: I4cENIunBKk
Channel Id: undefined
Length: 8min 4sec (484 seconds)
Published: Fri Oct 21 2022
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