The SFC and Saturn versions have temporary mid-battle saves that will be erased when re-loaded (though technically for the Saturn you can quit the game then copy them onto a memory cart). This has a degrading effect on the pacing of combat, as you attack an enemy, the game completely freezes momentarily, and then the game continues when the sound is played. The PS1 version has redone sound effects, but the game stops for a second every time it needs to load a new one. The Saturn version also has voices during the most important cutscenes. In comparison, the Saturn version has entirely rearranged music which sounds much richer than the either SFC or the PS1 version. It sounds alright on its own, but when compared to its source, it sounds rather strange. Similar to the PS1 ports of Final Fantasy V and IV, and Chrono Trigger, it seems like the developers tried to convert the music as directly as possible from the SFC game. The sound in the PS1 version is somewhat off. The cutscenes are pillarboxed, however, during gameplay, the maps make use of the expanded screen real estate for a larger view. The Saturn cannot use in this resolution and ups it to 320×224, which results in a slightly thinner display. Since the PS1 supports the same resolution as the SNES (256×224), it looks identical. They were developed by different studios – Artdink worked on the PS1 port and Riverhillsoft did the Saturn port – and thus share a significant number of differences. The ultimate goal in each level isn’t always to kill everyone, but often just to focus on the enemy leader.īeyond the initial Super Famicom release, Tactics Ogre was ported to both the Saturn and the PlayStation. Formations are thus key to succeeding, and the player finds themselves using classic military tactics: establishing a front, flanking the enemy’s vanguard, catching a foe in a pincer. Attacks to the front of a unit have a much lower chance of hitting than those to the side all attacks are instantly counter-attacked, unless made to the rear, which are almost always sure hits. This especially matters due to the importance of unit facing, a system used in nearly every SRPG since. Winning comes from controlling the board, of course. You can control up to 12 units in battle at once, along with up to two “guest” characters who act on their own accord. Proper defensive formations and offensive maneuvers are mandatory. Like those games, the positioning of units is key. While these venerated hallmarks are the most obvious influences, it certainly has its own flavor. CharactersĪs an SRPG set in a medieval European-influenced world, the comparisons to Fire Emblem and chess are unavoidable. When the Duke is captured by Gargastan troops, young soldier Denim Powell, his sister Kachua and best friend Vice spearhead the rescue operation, and begin their journey into history. In the face of oppression, Duke Ronwey forms the Walstanian Resistance to fight for freedom. Concerned over Gargastan’s ambitions, the Bacrum – traditional elites of Valerian society – ally themselves with special forces from the Holy Lodis Empire and isolate themselves in the capital region.
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As the nationality with the greatest numbers, Gargastan begins a campaign against the Walstanian minority, wiping out villages and conscripting forced labor to feed its war machine. Taking advantage of the power vacuum, Hierophant Barbatos proclaims the independence of the Kingdom of Gargastan. After a quarter-century of peace, the king dies without leaving an heir. After centuries of fighting for dominance of the Valerian islands, the Gargastan, Bacrum, and Walstanian peoples were forcibly united by King Dolgare.