Square Enix shows off new features in Tactics Ogre Reborn

Square Enix is back with another round of details for Tactics Ogre Reborn, a remaster of Tactics Ogre: Let Us Cling Together which itself is a remake of the original Super Nintendo title. Due out on PlayStation 4, PlayStation 5, Nintendo Switch, and Steam on November 11th, we get a new look at what’s been changed and tinkered with for this version. Turns out — a lot!

Class restrictions for using certain equipment and items have been changed where you can use any item you find, but equipment may still have certain requirements. Units can equip four skills at a time, and more of them have been added to support a higher level of customization. You can also obtain charms in battle that boost stats and experience points of units to cut down on the amount of grinding, and crafting now has a 100% success rate. A party level will gate your level caps so that you don’t outpace the story.

Last week we got a look at the supporting cast and classes in the game, so check that out if you’re inclined!

Check out the new details Square Enix shared below:

Equipment requirements have changed

In Tactics Ogre: Let Us Cling Together, there were requirements for using equipment such as weapons and armor, consumables such as HP recovery items, and magic. For example, some types of equipment had level restrictions, while others required separate specialty skills to equip.

In Tactics Ogre: Reborn, you can equip and use anything as soon as you find it. However, there are still certain class restrictions for equipment and magic. For example, a knight cannot equip a bow, a cleric cannot equip attack spells, and so on.

Each unit has seven equipment slots for weapons and armor, four slots for consumables, and four slots for magic. Deciding what combination of gear and abilities to bring into battle is more satisfying and fun than ever!

Skill rules have been revamped

As units gain levels, they acquire special abilities or “skills,” which give each class its own distinct play style in battle. As with consumables and magic, each unit can equip up to four skills, so you’ll have to put thought into the specific combination of skills you want to take into battle.

The team has also added new skills and retuned the effects of others to further broaden the range of possible strategies – all while maintaining the unique feel of each class.

For example, if you attack an enemy standing between your own units, the new Pincer Attack skill will trigger, causing the ally behind the enemy to make an additional attack.

Finishing moves, ninjutsu and war dances have been updated

Units can learn powerful finishing moves by meeting certain requirements.

In Tactics Ogre: Let Us Cling Together, finishing moves, ninjutsu, and war dances required the accumulation and use of Technical Points (TP) and sometimes certain reagents as well. Now all these abilities simply require Magic Points (MP), just like magic.

With these abilities unified to using MP, it’s much simpler to assess the status of units during battle, and easier to construct a strategy.

Charms: a new type of item that lets you develop a unit’s stats the way you want!

Charms are new items introduced to give you more control over the development of your units’ stats. You can use charms on the party formation screen to improve and alter your units. Charms can be found during battle, and after battle as a reward.

Charms include these effects:

  • Raise a unit’s level by 1
  • Grant experience points
  • Permanently increase stats such as STR (strength) or AGI (agility)
  • Change a unit’s element to another element (e.g., from air to holy)

Charms allow you to customize your units exactly how you want them, without having to spend time grinding levels.

Buff cards let you turn the tables

Improvements to battles make Tactics Ogre: Reborn an even more compelling tactical RPG. Here are seven updates you should be excited about:

During battle, items called buff cards appear on the battlefield. When a unit picks up a buff card it gains bonuses that last for the rest of the battle, such as increased attack power or critical chance. The bonus gained depends on the type of card found. Your units must vie against the enemy to obtain these buff cards, and how you move and respond in combat to gain the advantage they provide is a thrilling aspect of battle unique to this title.

A unit can have the effects of up to four buff cards at once, and the more buff cards with similar effects are stacked, the greater the effect, dynamically changing the shape of the battle as units acquire more cards.

All-new enemy AI that adapts to each situation

The enemy now considers the terrain, recognizing features such as narrow roads and wide, open plains, as well as the player’s movement, using this information to decide where the battlefront is and choose the best point to engage the player.

In addition, how the enemy responds to the buff cards that appear at random creates an ever-changing battle that never feels repetitive.

If you want to let the computer control your units, you have four different AI settings to choose from: Fierce Attacker, Stalwart Defender, Distant Striker, and Ardent Mender.

You can also quickly toggle between manual and AI control for all your units at once from the battle party screen or during battle!

Bonus objectives bestow additional rewards

In addition to the normal battle victory conditions, each battle also has a new bonus objective.

Players will be presented with a goal such as “win with a knight in the battle party” or “obtain a buff card,” and if they complete the objective, they will receive items such as charms and equipment to strengthen their forces.

Take on this extra challenge if you feel like testing your abilities!

Bonus objectives bestow additional rewards

When firing weapons like bows and crossbows, or casting spells that launch a projectile, such as Deadshot, you can display trajectory prediction to make sure that the attacker can hit the target without misfiring on their own troops.

When enemy attacks reduce a unit’s HP to zero, it is “Incapacitated.” A countdown is displayed above the Incapacitated unit, and the unit can be revived with consumables or magic before the countdown reaches 0. Revived units can act immediately after being raised, allowing them to move, recover HP, or take other actions to regain their footing. Units can be revived any number of times, as long as the countdown never reaches 0. If the countdown does reach 0, the unit is “Deceased” and cannot be revived again.

The random encounters that occurred when moving on the world map have been removed. Instead, you can now engage in training battles at specific locations whenever you like. Units cannot be killed in training battles, making the leveling process much easier.

General balance adjustments

In addition to all the new elements, existing ones have been rebalanced from Tactics Ogre: Let Us Cling Together to make for a more enjoyable game.

These include:

Adjustments have been made to the stats, equipment, and skills of each unit, as well as their positions on the battlefield.

The party level is the level of your army as a whole, which serves as a level cap for individual units. The party level cap rises gradually as players advance through the story, preventing players from grinding to arbitrarily high levels to brute force their way through battles. The introduction of the party level makes the use of each unit more important, better emphasizing the tactical nature of the game. Since the party level is set slightly higher than the level of enemy units, it should no longer feel as if the difficulty jumps sharply after leveling up. Players can easily raise their units’ levels through training battles and charms, so even first-time players should find the game approachable.

The team has optimized equipment, consumables, magic, skills, finishing moves, and debuffs as part of the AI update and with the goal of making the flow of battle simpler and easier to understand. Stats and ability activation requirements have been adjusted, and there have been additions and removals in all these categories where appropriate. The rogue class is also reserved for enemy units now.

Shops have been improved

Shops – essential to progressing through the game’s battles – have been improved to provide a smoother experience, allowing players to easily buy and sell equipment, consumables, magic, and other items, as well as hire new units.

An improved user interface keeps useful information at your fingertips! When buying or selling equipment, you can quickly check information such as the current number of items in your inventory and which units have them equipped.

Crafting, which enhances the performance of equipment and consumables, now succeeds 100% of the time, eliminating wasted ingredients and the need to redo failed attempts. In addition, a convenient function to craft multiple items at once has been added.

About the Author

Tony Garsow Tony joined Nova Crystallis in 2015, and has spent more than a decade writing in the Final Fantasy community. He also contributes to the Nova Crystallis Twitch and YouTube channels, where you can watch select gameplay highlights, previews, and streams.