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Symphony of War: The Nephilim Saga - Ogre Battle Spiritual Successor Tactical RPG

BrotherFrank

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Anyone posting .pngs > 1 MB big should be hanged. :roll:

Apologies I'm a neophyte when it comes to these things, first time i screenshotted a game im playing with fraps then uploaded to imgur, if there was something else I needed to to I was unaware of it.

So in other words..
 
Unwanted

SunKing

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Codex Year of the Donut
Dragon squads can have more then 1 foot slogger, you just need to keep the ratio of dragons to non fliers 1:1
Thanks for that. Maybe I'll make some flier team in next playthrough.

BTW, I went with only 12 teams (+Zelos, but he doesn't count - shows up too late) + "weaker" / less specialized ones than yours. Maybe that's why my feels about difficulty were different.

Still, great game, let's hope that they add more content (add-on is planned on 2023) and harder modes.

I also hope game shows up @ GOG as well, 'cuz that's where I mainly do the shopping.

*Edit:

Anyone posting .pngs > 1 MB big should be hanged. :roll:
Game got released on GOG today
 

Rafidur

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Maybe that guy woke up every day for the last 20 years thinking "maybe somebody is going to release an ogre battle clone today?".
 

notpl

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Maybe that guy woke up every day for the last 20 years thinking "maybe somebody is going to release an ogre battle clone today?".
Me. I'm the guy who did that. Sadly, the point of Ogre Battle is the wildly obscure sidequests, special unit classes/upgrades, and fantasy melodrama more so than the basic combat formula, and this game only manages to copy the latter.
 

Deuce Traveler

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Grab the Codex by the pussy Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
I've been playing this game on and off for the last two weeks and just completed a bunch of side quests that popped up around Chapter 20. Some quick thoughts:

- This was definitely influenced by old Japanese turn-based games. Plenty of waifus, religious symbolism based on an outsider's view of a fantasy Catholic church, convoluted plot with lots of odd twists that don't make much sense in hindsight, and a graphical style that reminds me of some old SNES games.
- I'm big on turn-based tactical games and I also like being able to modify and mess around with different character options. So this game is enjoyable for me as I am constantly tweaking my combat groups and because I do enjoy maneuvering pieces on a battlefield.
- I'm going to give another plug to being able to modify your armies. There's a lot of variety here, from deciding what character classes to choose from as units level up and develop, to artifacts that can be equipped to the armies, to items that can be used to modify units. All good stuff.
- The game encourages you to play in the arena and to do the side quests. These are fun and expand the game, but they also make the game too easy towards the end.
- I like the different tactical options on the battlefield, such as breaking an enemy's morale to force him to surrender, to using your positioning so you can use archers or spellcasters or even dragons in the right moments. Terrain also matters, such as the difference between traversing swamps vs an open road.

Some cons...

Light infantry isn't really worth investing in. They make for great shock troops against armies with spellcasters in the back row, but light infantry units are glass cannons and can't take a return attack. If you want to wreck havoc, go with having some heavy defenders in the front row and archers behind them. Stefan and his light infantry troops have been struggling throughout the entire game, but Julian and his army of archers have been having a grand time. Both units are effective against mage armies, but only Julian has the staying power to survive a chapter, with his two armored defenders in front and healer in the rear. I finally gave up and removed Stefan's light infantry fighters, replacing them with two melee bruisers in the front row, Stefan and two rangers in the middle, and a healer in the back. This has much improved Stefan's army. I'm keeping the cat dude as is since he has better mobility than Stefan did and can be useful in certain situations. Still, Julian's army has an attack value that is much less than Stefan's yet it is Julian's army that is still more reliable.

The AI is dumb.... real dumb. It seems to prioritize its attacks on your army units that have lower attack values than the others in the vicinity. The AI will also attack even when doing so is a suicidal move. Worse, if the enemy army weakly attacks you and you have a healer in your army (almost every army I have does), it actually ends up being a net benefit for you as your healer will likely heal more damage than you take. This makes the AI very exploitable.

Overall, I am enjoying it for what it is. I'd give it :4/5:
 

BrotherFrank

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spekkio
Mini update, turns out they nerfed Temporal Modulator and it now "only" activates 3 times max per turn.

Still very strong and an autobuy when you see it in the shop, but doesn't quite break the game as before because yeah, it was admittedly kind of stupid otherwise.
As a result, can no longer claim my protag unit could solo the late game, after 3 fights they would cease to be unbeatable.
 

Deuce Traveler

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Grab the Codex by the pussy Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
I finished the game last night, and here are some pros and cons:

+ I love my tactical RPGs and SRPGs, and this reminded me of the old ogre battle games with a lot more resource management and army optimization. Basically, this was a game built for fans like me and so I'm obviously a bit biased towards it.
+ I like how characters can become friends and have bonds with one another that improve their combat options with one another. There are also various romance options in the game, but the story and dialogue is thankfully left to a minimum. Instead think of the romance options as being a higher tier of the friendship bonds, so the focus is on the combat mechanic instead of the shoe-horned romance.
+ Waifus. The game has some nice eye candy, especially if you like warrior women. But their personalities aren't very developed and the romances don't really go further than the superficial. The only fleshed out romance was Stefan with Diana. But I'm good with this. I'd rather have a bare bones romance plot than badly written attempts like the sort of thing Bioware tries to put out. More handling of romances like in this game or the one with Siulajia in Treasures of the Savage Frontier please.
+ There are a lot of terrain considerations. There are swamps or marsh tiles that make it difficult for some units to traverse. Hills and fortification walls can be used by units capable of ranged combat to use the higher elevation to increase combat range. Mountains and bodies of water need to be traveled around unless you have flying units or use the teleportation ability (which comes available by the final third of the game).
+ Most units are considered infantry, but you can have a light infantry unit that moves faster if you keep a unit's soldiers lighlt armored. Or you can go with a mounted force to make a cavalry unit. You can make a flying unit from dragons. Or a unit that focuses on archers or spellcasters. One potentially devastating, but bold move that I didn't go for would also be to create a purely offensive unit made entirely of cannons, if you think you can use your other units to protect it. Again, there are plenty of options but I would recommend settling on a theme for each unit. Diana's unit was a defensive powerhouse at the end and was made of paladins and healers. One of my evil sorceress leaders fought with flying dragons. I had a unit of mostly archers and another unit made mostly of musketeers and a couple that were heavy cavalry. The most useless unit were light infantry, which did well when they went on the offense against enemy spellcasting units, but could not otherwise survive long on the battlefield to to their own fragility. Developing and designing these units was a lot of fun.
+ I also enjoyed the use of artifacts, which can help your army to various degrees. I was constantly purchasing these items, equipping them to my armies, then making adjustments a few chapters later. There was also some customization options with traits that could be learned from books, so you could have a cavalry unit benefit from a commander with traits associated with that combat type. Or someone with traits attuned to archers leading an archery unit. Again, going with a theme for a unit and sticking with it allowed for powerful combinations.
+ You have a series of skill trees that helps you progress through the game. I maxed out the section that allowed me to have flying dragon units, but I never did max out the section that improved my cannons. I also constantly had to worry about spending too much money and I never felt too rich. Often, most of my money was spent purchasing heroes or stat improvement items in the market. This is a good thing, as it means that I had to make some tough choices towards the game's end.
+ I thought the end battle was clever enough for an indie effort: enemy in the center of the map, area attacks from him on some rounds, spawning enemies on other rounds, the manner that the end boss recovered health, etc. This led to just the right level of stress for me in a final battle. I still mopped the floor with the enemies by the seventh or eighth turn, but I did start to become a little concerned as my units were being depleted.

+/- The game has a ton of side content that it encourages you to delve into, but completion of all of them can make your armies too overpowered. I never did any of the platinum arena missions since I felt my characters were already too powerful by the end, but if I had I'm sure the final battle would have went from fairly manageable to a complete cakewalk.

- The plot hurts the brain. It's a typical JRPG affair where you start off fighting rebels and bandits, then become accepted into the wider world of kingdom politics, then takes a zigzag into a secret church conspiracy, and eventually ends with you fighting a god/demon king. Evil characters are shown to be just angsty and misunderstood young adults with the looks of magazine models, and there is a whole ton of plot twists, betrayals, and side switching going on. With the stilted dialogue I thought this was a foreign game, but it looks like it was made by a team out of goold old USA. Which makes me wonder if the story and dialogue wasn't meant to be a homage bordering on parody.

This game was a :4/5: for me, but again I am a fan of this subgenre. I suggest doing the chapter 20 side quests for the story and bonuses they provide, but throttle back on the arena battles unless you need the money and experience to advance.
 

mediocrepoet

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This game was a :4/5: for me, but again I am a fan of this subgenre. I suggest doing the chapter 20 side quests for the story and bonuses they provide, but throttle back on the arena battles unless you need the money and experience to advance.

I didn't do any of the arena stuff or if there were other optional areas that spawned from inventory consumables and still found the game ridiculously easy even on the hardest difficulty.

Still, this was a good overall review and I had a reasonably good time with the game even though I find it forgettable. I think an actually challenging difficulty and addressing this "The plot hurts the brain." would go a long way to moving this game from being good for what it is to actually good.
 

Dhaze

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Been playing this for the last week or so. Currently nearing the end of my second playthrough, with a self-inforced 'no resurrect' rule that I wish the game wouldn't counteract by making story characters effectively invincible.

It's a good game, solid through and through, and I can see myself replaying it quite a few times, going for different challenges. Also I'm looking forward to a second entry to the series which is apparently already in the works or at least in the devs' thoughts.

I only have one true gripe, of a technical nature: at least on my end, playing fullscreen, the edge panning is absolutely dreadful. The game doesn't wait for the mouse cursor to be against the screen's edge to pan. Instead, the screen moves as soon as the cursor gets to about 5cm near the lateral edges and 8cm near the upper and lower edges of my screen. Meaning that if I want to select a character who is situated within that margin on the edge, the whole screen will invariably pan before I can select my character. Tiny thing, but man is it annoying!

Light infantry isn't really worth investing in. They make for great shock troops against armies with spellcasters in the back row, but light infantry units are glass cannons and can't take a return attack. If you want to wreck havoc, go with having some heavy defenders in the front row and archers behind them. Stefan and his light infantry troops have been struggling throughout the entire game, but Julian and his army of archers have been having a grand time. [...]

In your whole post, that's the only thing with which I disagree. The problem is that light infantry is much less straightforward than other options. During my first playthrough they seemed lackluster, enough so that I all but stopped using them some short way into the game, but now I've had resounding success with Rangers and Swordmasters.

– They have high Skill, meaning amongst other things high Evasion. And since they all have the trait Guerilla, said Evasion can easily become huge when taking the offense or when fighting in the appropriate terrain: woods, townships, swamps, hills, and I think shadows too for some interior maps. Sometimes, it means taking a step back into favorable terrain, to make the heavy enemy infantry trudge where they shouldn't.

Considering that, I also add artifacts like Shinobi Gi (+12 Skill, +3% Evasion), Puffin Feather Amulet (+8 Skill, +7% Evasion), Kesh's Daikatana (+5% Evasion), Trueshot Bow (+15 Skill) and Saint Teresa's Tiara (+20 Skill, every point of Magic gets converted to Strength then Magic set to 0). Affinity is set to Lightning as soon as possible, or at least Fire or Dark.

And with that I've now had the pleasure of many fights against hard-hitting squads—like those with 3 to 5 Champions—during which my light squads dodged every single hit coming their way. I don't even feel the need to have them accompanied by healers anymore. I just send Stefan, Raskuja, and Narima on their dogged way, and they do more than fine.

– Also dependant on positioning is triggering an Ambush. Two turns before the enemy can react only once is almost broken in how good it is, as most enemies will be dead by then. I kinda want for the devs to give a defending team one chance at reacting to an Ambush, perhaps based on Skill or Morale.

And an Ambush against an enemy squad comprising an Apprentice or Mage means said caster won't even get to use a spell—even if he somehow survives—since he needs two turns to cast once. At some point late in the game the enemies get their equivalent to your Magician's Initiative, which lets them cast on their first round; but for the first ~80% of the game it's not a concern.

– High Skill also means Rangers and Swordmasters rarely miss, and have high crit chance. As much as I can, I give them the traits Assassin's Heart (crit damage increased by 50%) or preferably Precision (crits ignore 100% armor). I'm fuzzy on how Lithe Assault (bonuses to hit chance give up to +15% bonus crit chance) works exactly, but from some personal tests it seems to react positively to +hit chance coming from artifacts, and with that my light squads have become veritable crit machines.

– The Disarm trait is fantastic. Can't recommend it enough. If you can't kill an enemy, it doesn't matter: he won't be able to counterattack. It brings the whole guerilla aspect to another level.

– The Steelshatter artifact (attacks ignore 20% armor) can also be a worthwhile consideration.

In the end, I now realise light squads require more planning and tinkering, but the end result can be absolutely excellent. Pump that Skill; dominate woods, swamps, towns, hills, and shadows; wreck shit and don't even get hit.

Waifus. The game has some nice eye candy, especially if you like warrior women.

I'm really curious to know what was your reaction when Diana's sprite morphed to that of a Titan? Personally, I don't mind the exaggerate 'death by snu-snu' fantasy, don't mind it at all, but I really liked her Exemplar sprite so was bummed to see it gone.

One potentially devastating, but bold move that I didn't go for would also be to create a purely offensive unit made entirely of cannons, if you think you can use your other units to protect it. Again, there are plenty of options but I would recommend settling on a theme for each unit.

I made one full gunpowder squad. With a unique Dragoon mercenary named Lieutenant Archibald as leader with the Shock And Awe trait; 2 other Dragoons; a unique mercenary Warbow named Deadeye Domak whom I converted into a Siege Cannon; and 5 other Siege Cannons.

While playing I had lucked out and amassed enough books to give everyone in this squad the Executioner trait (chance for extra action depending on enemy units having less than 25% health remaining at the end of combat) and the Smite trait (+50% damage to rogues, magicians, and assassins). As for the artifacts, I only used the Boots Of Tyranny (lower starting morale but +2 movement points).

The result, well... it was quite frankly ridiculous. Even Sentinels were getting shredded like wet rice paper caught in a F5 tornado. Shock and awe indeed.

+ I also enjoyed the use of artifacts, which can help your army to various degrees. I was constantly purchasing these items, equipping them to my armies, then making adjustments a few chapters later. There was also some customization options with traits that could be learned from books, so you could have a cavalry unit benefit from a commander with traits associated with that combat type. Or someone with traits attuned to archers leading an archery unit. Again, going with a theme for a unit and sticking with it allowed for powerful combinations.

Same here. Every chapter I was—and still am—fiddling with this unit, this squad, this artifact, this idea, etc etc... There's a deceptively deep level of customisation available.

+ You have a series of skill trees that helps you progress through the game. I maxed out the section that allowed me to have flying dragon units, but I never did max out the section that improved my cannons.

That's interesting, as I did almost the opposite. I delayed filling the left section that lead to flying dragons as it was a long, long time before I found a second one. Did you see a dragon proposed as mercenary between chapters or in bazaars? Because I found the first baby dragon early on with Abigayle, then long after another one in the gaiden chapters, but did not see a single one for sale before I was done with 90% of the story.

I also constantly had to worry about spending too much money and I never felt too rich. Often, most of my money was spent purchasing heroes or stat improvement items in the market. This is a good thing, as it means that I had to make some tough choices towards the game's end.

Fully agree. During my first playthrough I was never flush with cash, at least not before the last couple of chapters. Whenever I thought "Oh ok now I'm starting to get more money," bam! there came available for sale an artifact and/or a mercenary that would drain my funds.

Now in my second playthrough I'm more efficient with everything, so I'm floating a bit more money, but I started buying mercenaries like Valkyrie and Champions around chapter 10 so every bit of money is needed.

Resources like Pyrocite, Obsidian, and Sunstone also seem well balanced, leaning on the rarer side of things until late in the game. Sunstones in particular are quite rare until you get to Sayunaa.

+/- The game has a ton of side content that it encourages you to delve into, but completion of all of them can make your armies too overpowered. I never did any of the platinum arena missions since I felt my characters were already too powerful by the end, but if I had I'm sure the final battle would have went from fairly manageable to a complete cakewalk.

Same here, I didn't grind at all, and was glad for it. I had a squad of 1 Templar + 8 Champions with massive tankiness and damage that almost solo'd the last chapter. In the last 5 chapters or so the power of my units snowballed pretty hard as every squad became 9-units, fully upgraded monsters, and I can imagine it would have been even worse if I had used the arena more than once for the novelty.

- The plot hurts the brain. It's a typical JRPG affair where you start off fighting rebels and bandits, then become accepted into the wider world of kingdom politics, then takes a zigzag into a secret church conspiracy, and eventually ends with you fighting a god/demon king. Evil characters are shown to be just angsty and misunderstood young adults with the looks of magazine models, and there is a whole ton of plot twists, betrayals, and side switching going on. With the stilted dialogue I thought this was a foreign game, but it looks like it was made by a team out of goold old USA. Which makes me wonder if the story and dialogue wasn't meant to be a homage bordering on parody.

This game was a :4/5: for me, but again I am a fan of this subgenre. I suggest doing the chapter 20 side quests for the story and bonuses they provide, but throttle back on the arena battles unless you need the money and experience to advance.

Glad to see I'm not the only one who thinks that! The way the main character speaks seemed notably funny to me, alternating between a somewhat serious manner of speech and casually throwing phrases like "Let's see how it shakes out." Cassamir also, in his penultimate moment in the story, has a couple of very angsty lines not at all fitting the cunning, scheming, ruthless man he supposedly is.

Still, all in all, I actually enjoyed the story and its style; it's not good, but it's not too bad either, and importantly there's a palpable wholesomeness and enthusiasm to the way it's made.

This game was a :4/5: for me, but again I am a fan of this subgenre. I suggest doing the chapter 20 side quests for the story and bonuses they provide, but throttle back on the arena battles unless you need the money and experience to advance.

I didn't do any of the arena stuff or if there were other optional areas that spawned from inventory consumables and still found the game ridiculously easy even on the hardest difficulty.

Still, this was a good overall review and I had a reasonably good time with the game even though I find it forgettable. I think an actually challenging difficulty and addressing this "The plot hurts the brain." would go a long way to moving this game from being good for what it is to actually good.

I had a few guys and gals die now and then, especially somewhere between chapters 8 and 12. Mostly fragile mages or gunners; mostly to nasty crits by two or three arrows. And once I had an entire squad wiped all clean and proper—by Beatrix, who really was way more meteor-crashy than I had expected.

But aside from that one big snafu on my part, unfortunately the game really is quite easy, even on Warlord difficulty with permadeath. But apparently there's added difficulty and game modes and NG+ in the works. Given how solid the base game is, I have good hope the devs will deliver an even better product.
 
Last edited:

spekkio

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8,344
Totally agree on light infantry. They are real killers when using ambush + can dodge attacks like motherfuckers in proper terrain. So, they're (surprisingly) better at defense than typical "armorfags". Also "disarm".

Basically you wrote a great post about how good the systems in this game are. Sth I'm praising constantly when writing about this game, but most fags shrug it off with "but it's too easy, I need something as autistic as FFT 1.3!".

Well, as you wrote, devs can add harder modes to already good game, which is much easier than fixing a disjointed, badly designed game - hard or not. Case in point: 128 X-com's "spiritual successors" or "new takes on tru classics" like TO Reborn.

Dhaze said:
I really liked her Exemplar sprite so was bummed to see it gone
Info from 1.02.2 changelog:
You can now freely change between Diana's "Titan" and "Exemplar" graphics when the Titan class becomes available
I've tried my 1.01 savegames and I can't find an option for this anywhere. But it's supposed to be somewhere...
 

Dhaze

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Basically you wrote a great post about how good the systems in this game are. Sth I'm praising constantly when writing about this game, but most fags shrug it off with "but it's too easy, I need something as autistic as FFT 1.3!".

I sincerely hope the devs don't listen to that particular crowd, or at least not too intently. In this specific, somewhat niche tactics subgenre which over the decades has become faintly rote and almost synonymous with grinding and repetition, a new game without said grinding being required nor even vaguely encouraged? That's great!

I think it's neatly balanced, too. You can permanently lose a unit here or there, and that loss is felt. But afterwards you can hire a fresh recruit, or if you're lucky hire just the right mercenary, and you're good enough to go. You'll feel the loss of your previous unit, as the new one probably won't have the right affinity or traits or even the exact class you wanted; but you won't have to grind the same dull random encounters to level your fresh unit.

Well, as you wrote, devs can add harder modes to already good game, which is much easier than fixing a disjointed, badly designed game - hard or not. Case in point: 128 X-com's "spiritual successors" or "new takes on tru classics" like TO Reborn.

Exactly, the devs put themselves in a very good spot. Of course the game is not flawless but I can't think of an actual deep fault running through the foundations, much less a series of faults. There's nothing needs be fixed, only tweaked ever so slightly. Everything that needs to be there is there, and is of good quality to boot. It gladens me to see this game getting such Overwhelmingly Positive reviews on Steam—it's much deserved.

Right now I love how I can send Stefan, Narima, and Raskuja to haunt marshes or woods or towns; meanwhile I hold a chokepoint with stone-tough Sentinels backed by Gunners; and before the chokepoint filled itself up I sent Barnabas and another cavalry unit beyond enemy lines, to charge bodily into spearless stragglers. It's actual tactics, and it's great fun.

Verily, between the various classes, and things like traits, artifacts, terrains, cover and block, ambush, charge, stun, daze, chill, etc, you have so many synergies available, so many options for what kind of teams to field and how to approach the game. A big squad of Bowmen atop a high wall is pelting you? Take their fire with Sentinels and Paladins. Or pester them from the forest below with Raiders. Or pincushion them with Warbows ranging on a nearby hill. Or annihilate them with a squad of Knights at the center of which hides Beatrix equipped with Sin Credo and Boots Of Tyranny.

Also, as a side note, the music is nice too, with some notably good tracks. Not on the same level as classics of the genre like Der Langrisser whose soundtrack was fantastic, but good nonetheless.

Dhaze said:
I really liked her Exemplar sprite so was bummed to see it gone
Info from 1.02.2 changelog:
You can now freely change between Diana's "Titan" and "Exemplar" graphics when the Titan class becomes available
I've tried my 1.01 savegames and I can't find an option for this anywhere. But it's supposed to be somewhere...

Oh damn, I must have completely missed that option the first time around. Thanks for the heads up.
 

Dhaze

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Thank you, mister barbarian sir, that's very nice of you to say.

Between this, the wonderful remaster of Romancing SaGa: Minstrel Song, and the very promising Kynseed, the numeric gods of video games have been good to me as of late. Soon I'll sit on Santa's lap, and ask him if he would be so kind has to crawl into development hell where Eitr is racked, to promptly yank it out of there for a surprise Christmas release; and with that 2022 would have been a good year, a good year indeed.
 

spekkio

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Of course the game is not flawless but I can't think of an actual deep fault running through the foundations, much less a series of faults. There's nothing needs be fixed, only tweaked ever so slightly. Everything that needs to be there is there, and is of good quality to boot.
I remember this being a norm like 10-20 years ago (maybe it's the rose-tinted glasses syndrome and everything, but I think not). And currently this is fucking rare. With most current games, big or indie, I'm almost always in the "how the fuck could they design this shit like this???" mode.
Right now I love how I can send Stefan, Narima, and Raskuja to haunt marshes or woods or towns; meanwhile I hold a chokepoint with stone-tough Sentinels backed by Gunners; and before the chokepoint filled itself up I sent Barnabas and another cavalry unit beyond enemy lines, to charge bodily into spearless stragglers. It's actual tactics, and it's great fun.
BRO, how could you call this tactics? Tactical games are all about learning game's exploits for 100 hours, min-maxing units, grinding for another 100 hours and then killing everything on map with a single unit, doing 9999 damage.

/ironing

:roll:
 

ERYFKRAD

Barbarian
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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tactical games are all about learning game's exploits for 100 hours, min-maxing units, grinding for another 100 hours and then killing everything on map with a single unit, doing 9999 damage.
Seriously? My collection of tactics is just:
Hit hard.
Run towards target and hit hard.
 

Dhaze

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Of course the game is not flawless but I can't think of an actual deep fault running through the foundations, much less a series of faults. There's nothing needs be fixed, only tweaked ever so slightly. Everything that needs to be there is there, and is of good quality to boot.
I remember this being a norm like 10-20 years ago (maybe it's the rose-tinted glasses syndrome and everything, but I think not). And currently this is fucking rare. With most current games, big or indie, I'm almost always in the "how the fuck could they design this shit like this???" mode.

It's definitely not rose-tinted glasses. Blame lower industry standards, or a new younger generation of players who doesn't know better, or the pervasiveness of what I call the 'constant patching' culture, or I don't know what else, but in fact games used to come out in a really good state. Certainly not bug-free in the least, but not bug-gnawed as most games released today are.

Console titles especially needed to be impeccable. I still remember being unable to complete a sidequest due to a bug in Xenosaga Episode 2: Jenseits von Gut und Böse, and how extraordinarily rare it was for a bug like that to worm its way into a release.

Tactical games are all about learning game's exploits for 100 hours, min-maxing units, grinding for another 100 hours and then killing everything on map with a single unit, doing 9999 damage.
Seriously? My collection of tactics is just:
Hit hard.
Run towards target and hit hard.

To paraphrase Roger de Bussy-Rabutin: "Dieu est d'ordinaire pour les gros gourdins contre les petits."
 

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