![]() This isn't like FFT, where a red mage and black mage felt very different or where a knight and monk felt very different. All the melee classes feel the same, all the magic classes feel the same. So many classes in this game feel the same. No, this time it's the actual customization of the unit, or the lack there of. ![]() Its not that luck is overbearing or that the difficulty is too low. Can't help but feel that this also explains why the game is so piss easy.Īs for Tactics Ogre:LUCT, the issue is actually completely different. So many awesome gameplay moments are possible with this idea, but all that potential is squandered. And sure, randomness is always a part of these games, but there should be a balance between randomness and the player's own decisions which is just not the case here. Any sort of decision making that could have been left to the player is all of a sudden left to luck. In the case of FM3, while I think the idea to give every limb its own health bar is super neat, the sheer fact that can't actually aim for which one body part you're gonna hit just knee caps whatever depth could have come from it. If I had to pick a favorite in the genre, it would probably be Path of Radiance.īut what prevents me from falling in the camp that loves these 2 games and makes me stop playing them both after 15 hours is their actual tactical combat. I'm also just really into SRPGs even if most of them aren't exactly the most balanced games out there, which is just a nice way to say that I only LIKE Final Fantasy Tactics but don't love it. ![]() ![]() Tactics Ogre: Let Us Cling Together may just have the best writing of any game period and Front Mission 3's online web is so cool you could spend hours on it. I think both of these games have phenomenal world building. So on paper, I should really like these games. ![]()
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