Tactics Ogre: Let Us Cling Together is considered by many strategy RPG enthusiasts to be one of the best examples of the genre. Originally released on the Super Nintendo, then remade on the PlayStation and Saturn, it now finds itself on the PlayStation Portable. The story in this re-remake has been largely unchanged, but several new systems have been added to alter the manner in which it unfolds.
Do the changes implemented justify this game's existence? Or would this title have been better off left alone? Let us read on together!

Tactics Ogre: Let Us Cling Together (PlayStation Portable)
Developer: Square Enix
Publisher: Square Enix
Released: February 15, 2011
MSRP: $39.99
Fans of strategy RPGs probably know what to expect from Tactics Ogre, as far as gameplay goes. The world map is made up of several nodes to visit and paths to travel. Nodes will trigger cutscenes or battles, which is where the majority of time is spent. Battles occur on one of dozens of different square grid based maps, so care must be taken not only in choosing which units to bring to battle, but also in keeping track of relative positions.
One of the biggest factors that sets one strategy RPG apart from another is its story. Let Us Cling Together suffers here, largely because it had become a sort of prototype for strategy RPG stories to come. While it may have felt wholly original in 1995, in 2011 the major occurrences during the first half of the story feel a bit too predictable. Paradoxically, while the major events aren't difficult to see coming, the minor events and characters can be infuriatingly convoluted. With what felt like hundreds of made up words describing the various countries, clans, characters, battlefields, spells, and other items, the minutiae can be extremely difficult to sift through at first. While there is an in-game encyclopedia for all of the events that have transpired and all of the characters met, I still found myself questioning why exactly I was fighting the battles I was.

While the story may not actually get any less convoluted as the game progresses, it becomes clearer who the bad guys are. The hook of the story is that it features several different paths to take, each resulting in a significantly different series of events. In previous versions, the downfall of the branching storyline stemmed from the fact that a single playthrough lasted anywhere between forty and eighty hours, so most players would only ever experience one story, if that.
To help encourage players to find out how the story would change given a different decision, Square Enix implemented an in-game tree to view precisely the path the player has taken. The Wheel of Fortune, as it's called (Let Us Cling Together features a heavy emphasis on tarot cards, not game shows), even lets the player go back to various decision points and play on from there down a different path. Unfortunately, this ability isn't unlocked until the game is completed, and in the grand scheme, it doesn't appear to save the player's time that much more than simply starting a new game would. It would have been nice to have the option to skip the battles (which can last up to half an hour each) and view only the cutscenes down each path.

While the addition of the Wheel of Fortune is welcome, the actual battle mechanics are somewhat baffling. Instead of leveling up individual characters, the character classes gain experience and level up. While the intention may have been to ease the pain of losing a character, the result is that the game punishes variety and experimentation. For example, when most of my classes were at about level eight, I was introduced to the ninja class. Naturally, I changed my protagonist to a ninja immediately, but since he was back down to level one, he was useless for about five battles before I grinded him up. While it is merely a nuisance in the early stages, the problem is exacerbated in the late game.
Each character has a huge list of skills to choose from, but most of them are too specialized to be of any practical use. For instance, there is a skill that provides a marginal damage bonus to reptilian enemies. Considering that each character has a limited number of available skill slots, and reptiles only show up in a small fraction of battles, it seems silly to waste skill points on something like that.

One surprising element is the difficulty in this remake. The Tactics Ogre franchise is notorious for being extremely tough, with permanent character death and sometimes sadistic enemy AI. The difficulty has been toned down quite a bit this time around. Rather than one life, each character now has three before he is permanently killed. Even then, Square Enix added a mechanic called the Chariot Tarot that allows the player to rewind any battle up to fifty turns back in order to amend any mistake made earlier on.
With the concessions in difficulty, I didn't once lose any of the units under my command, but I can't say the same about friendly AI units. Considering that the fate of friendly AI units has an impact on the direction of the story, it's frustrating that they have no apparent desire for self preservation. On multiple occasions, the player is tasked with saving an AI unit in peril, but rather than retreating toward a friendly healer, the AI will usually charge headlong into enemy territory.
Graphically, Tactics Ogre received very little upgrade. The spell effects might be a bit flashier and more colorful than before, but some of the characters sprites are almost entirely unchanged from the SNES version. It looks nice on the PSP screen, but so much more could have been done to update the visuals. Audiophiles will find something to love here, as the soundtrack unlocks throughout the game, allowing the player to not only listen to songs on command, but also to read notes from the composer for each track.

Overall, this most recent version of Tactics Ogre: Let Us Cling Together seems like a bit of a misstep. While the basic formula for a strategy RPG is always appealing for those who don't mind some methodical gaming, a lot of the new additions are puzzling decisions at best and infuriating at worst. The Wheel of Fortune is a great idea to let players really explore the fiction, but it still doesn't cut playing time down enough to get to the meaty story bits. Gamers interested in how choices affect a story, who don't mind grinding, can handle a slow pace, aren't bothered by the imposed lack of variety, have a knack for remembering minute details, and have a lot of time on their hands can probably find a real gem in Let Us Cling Together. But given how many qualifiers that last sentenced needed, most would be better off looking elsewhere.
Score: 5.0 -- Mediocre (5s are an exercise in apathy, neither Solid nor Liquid. Not exactly bad, but not very good either. Just a bit "meh," really.)

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Think I'll still give it a try though
Why have someone who hates srpgs review rpgs?
Metacritic average is 88 percent thats what matters.
so you dont agree because you played it and liked it AND BECAUSE OTHER PEOPLE LIKED IT AS WELL?
I love Tactics Ogre, I've beaten it probably a half dozen times, but...sounds like I need to play it if only to ascertain whether or not it is, actually, this bad.
Honestly, the score surprised me. But It's great to have differing opinions on a game that is generally well received.
I keep hearing good things about this, but these games don't seem to do it for me like they used to... I'll prob still try to give it a go at some point.
For example, you totally omit the fact that Wheel of Fortune lets you keep progress and non-storyline units when you got back and explore a different branch. This is basically to say its New Game Plus on steriods.
Also, you paint shared class levels as a negative when its nothing but a positive in the long run. Sure, a level 1 unit is going to struggle in the early fights - that's as it should be. You keep them out of harm's way and when you win, they get all the EXP, too.
There is so many good ideas in this game that its to the benefit of the rest of its genre to take note. I can't go back to FFT: WotL or Disgaea after a game like this, they feel archaic by contrast.
Sorry, but you really missed the mark on this review. Maybe the genre just isn't for you?
All that said, I think a 5/10 is fair, bearing in mind this is an actual five - as in average - and not the kind of five handed out by sites that grade on a scale of 7-10.
The game feels like a classic tactics game with some very interesting changes to the genre that, while small, made all the difference for me.
Queen song titles aren't good subtitles.
Tactics Ogre: Fat Bottomed Girls
Tactics Ogre: Need Your Loving Tonight
Tactics Ogre: You're My Best Friend
As someone else said... if you're not familiar with the genre (FF Tactics, A1, A2, Fire Emblem, Advance Wars, the original Tactics Ogres) don't bother reviewing.
I really do miss the multi-person reviews, though. I come to DToid for the personal feelings of games rather than the technical merits some other places review games on, which is why it would be nice to still hear multiple voices on games.
To be honest I'm not sure that the critique of the graphics is valid, as sprite-based games can only be pushed so far. Tactical games that have used 3D models have failed miserably, the premier example being Elemental: War of Magic. I'm a bit worried about the future of strategy RPGs if they graphically alienate xbox kiddies (or a new generation of gamers).
I might've given it a 6 but oh well.
Would you really score Tactics Ogre lower than Final Fantasy XIII (average)?
Destructoid: Darren has not impressed us.
By one far one of the best games so far this year and please look on metacritic for a better review(literally everyone's but this guys is positive) Please re-review this game and give it to someone who knows what their doing.
(I'm sorry if these seems very ragey)
Still happy that you guys even had a review of this game though! thanks!!
That would be like having me review a call of duty game (I hate the genre, story lines as they are all the same, and everything that it has turned the industry into)
GET DALE TO REVIEW IT HE WOULD HAVE DONE A MUCH MUCH BETTER JOB
I put in 105 hours just in my first week. This is one of the best remakes of a game I've ever played and some of the points in your review make it sound like you never beat it. You use the WORLD system to jump around after you beat the game, not Wheel of Fortune. You don't have to replay most battles since WORLD lets you skip to various anchor points in the game. Shared leveling is a godsend if you actually want to use more than a core party of 5-6 for the whole game. The story only seems cliche and familiar because it's the seminal (console) tactics game and FFT cribbed a lot of its characters and events off it.
Seriously, I could understand giving it a 7-8 over a few of those points, but a 5? It's nowhere near an average game
You are totally entitled to your opinion, but sometimes I wonder if certain games can just be entirely lost on some people. For example, as someone who loves SRPG games, I have to say that this is easily one of the best entries, if not just one of the few that has actually presented some incredibly great ideas for the genre.
But you know what? That's OK! It's his review. Not mine, or Stealth's.
This is the biggest crock of shit I have seen all year. Darren Nakamura, you are truly a dumbass. Take a bow.
On one hand, you can assign it someone who has a proclivity for the genre (ie myself or Dale), but the unfortunate side effect is that it the review may not provide *enough* information for series/genre newcomers.
On the other hand, you can assign it to someone who doesn't really like the genre, and paint a pretty nice picture of the barriers of entry for a title such as this. Unfortunately, often times you really miss out on the nuances a niche title can offer, as Silent Protagonist illustrated above.
In short, I think the answer for niche titles is a review by multiple candidates. By choosing someone who has little experience with the genre, and someone who mastered it, you'll pretty much cover everything you need to cover.
@People who are accusing Dexter of "LOL SELLING OUT FOR METACRITIC VIEWS"
I've known Darren for a while in the community (and met him once) - he's not the kind of guy who would do that. He legitimately didn't like the game.