duckroll from neogaf wrote:The article specifically says that Matsuno is personally revising the script and making all the additions and changes to the original script. There will be a lot more text in the remake script, and there will be new side stories and characters to flesh out the world and feelings of the characters in the original game. So yeah, this isn't a case of them just using his name.
Here are a few points from the FF Reunion summary:
- Even though it may look like the game's visuals haven't changed much, they have been improved over the original. They're trying to keep the Super Famicom-like look of the game.
- They'd actually be proud if people would say that it's the same as the original.
- You can change the angle to view the action from above.
- The height-based play and other basic elements of the original remain in tact.
- They're adding a number of new elements for the game parts and battle parts. The battles will be greatly changed.
- The game will have a variety of new skill-based gameplay features.
- There will be new classes.
- The battle maps character count has increased from the 10 vs 10 of the original to 12 on your side vs 18 on the enemy side, for a total of 30 characters on screen.
- This is not a "Tactics Ogre Perfect Version," but a "rebuilding" of Tactics Ogre. It doesn't fit within the framework of a "remake."
- You won't be able to use your strategies from the original for the sequel.
-The magazine also says that the game is being re-imagined under the basis of "If you developed and played Tactics Ogre in this day and age, it would be like this." There will be a number of new gameplay systems.
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I'm in shock myself. When S-E trademarked Tactics Ogre like a week or two ago I was like hummm interesting but I did not expect this. Especially with the original staff.
Why couldn't it have been DS or 3DS?
I was going to give the standard "graphics and aspect ratio", but with the 3DS I guess that doesn't hold any more.
In any case, I hope this opens up the possibility of new Ogre battle.
Until then I'll wait until the PSP price drops, which hopefully might occur near the 3DS release.
The best thing.
I can only hope that the changes they make aren't in the direction of FFT. Maybe bit toward Knight of Lodis, but still; Tactics Ogre was such a great game.
Please don't add any stupid camera business.
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Oh goodness. Look at those spell effects. Even though the scan is blurry the graphics look pretty nice.
Also Aroduc where are you.
Everything I hear about this game is delicious. The increased unit count is also interesting. Also I guess no more archer dominance haha.
Port begging is pretty dumb. Let's just talk about this game of miracles.
I like that they're keeping the old graphics, because I still really like how they look. Making the battles bigger is also great.
Changing the battle system could mean anything. What I hope is that they balance magic. What I think is likely is that they'll remove permadeath.
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That iMas TO parody is the greatest thing.
Now that that joke is out of the way, I'm glad to see SOMETHING being done with the series. That it's a remake of LuCT doesn't bother me since 1) I never got a chance to play it, just Knight of Lodis and 2) It would theoretically let me maraud with a demigod of an unliving, sorcerous abomination in my party without the annoying reptuation/alignment system of the base games.
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I was going to pull out my old LuCT the other day, now I'm going to have to just to tide me over.
Hopefully this does well enough that they decide to make one more in the vein of the SNES/N64 Ogre Battle games.
I like how they appear to have kept the same graphical style while making improvements to it at the same time.
At least the franchise is sort of alive.
As a shambling zombie.
I imagine the changes will likely be to remove the extremely broken training system, marginally less broken magic/dragon magic, and make it easier, particularly at the start. Before you got good equipment, it was a struggle to keep grunts alive what with only needing 2-3 attacks to kill one and all ten of the enemy units attacking at once. But that made it fun and exciting!
It's also true that the certain knowledge that every turn could end in total tragedy that really helped me love the game. I'd be sad if they did get rid of permadeath.
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You take every measure to keep them near full health and then an archer or three comes along and says "Thanks for standing still wanker!"
War's rough, yo.
But I imagine one of their changes would be to move over to an ATB system anyway since watching 18 units take their turns in sequence would be... unpleasant.
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Edit: I'm referring to the original PS1 game, of course.
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The PSX version is garbage. I wish that if a virtual release of the original game were to happen that they'd make a deal between Atlus and Square and hack in the translation from the PSX version into the SFC cart.
Anyway, this is all kinds of excellent. And I was just thinking about replaying Ogre Battle for the nth time.
Indeed. I'm misremembering. Although it may as well be a turn system when you're fighting 10 lizardmen with identical levels and equipment so they all have essentially the same ATB value. That was really the big issue with the archers or any clump of like units. They'd just suddely descend on you like one great horrible flock of "fuck you."
Was crazy fun to use hawkmen with shields to push archers off walls to their deaths though. Or attack units through other units with spears... only to have the spear user counter back through that unit once more.
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