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To Arms! Review
Well, I'm ready! I hope it won't be too large, since I'm stuck with a low bandwidth internet connection (at least better than none at all!). Otherwise, I'll just leave it to download overnight.
To Arms! Review
comment=30113
Choices made in battle are super important in this game. Also ask anyone who knows anything about IRL military strategy and yes, choices made before combat are super-important in life.
Anyway...in Final Fantasy Tactics which is my personal model of a tactical RPG, most unit abilities (short of merely attacking) have a built-in CHARGE time which means they do NOT go off when the command is given. You have to wait and hope your guy who is charging Fire 3 on an enemy formation doesn't get killed by an archer or some shit.
I haven't played FFT so I can't argue with you there regarding the choices that take a few turns to materialize into action. But I would guess that while charging, the unit involve can't do anything else or if it can, it gives up the choice made for another. So choosing that particular ability at that particular time becomes a tactical decision.
I'm not saying choices made before battle aren't important, but they are made for tactical reasons (in effect, they change the limitations of what can or can't be done in battle), but generally don't determine the outcome (unless some really good or bad choices were made). It is the actual choices (both the players' and the games' AI) in battle where default DBS or otherwise that dictate the actual outcome.
Regardless, I don't see any point in continue to argue about the issue since it appears you have made your mind up it is a Tactical game and once I get to play Chapter 1, I'll either agree with you or continue to disagree. As I said before, regardless of the classification you give it, it will have no effect in my actual desire to want to play it. I can't speak for others, though.
To Arms! Review
I don't want to scare you, Max, but in all games I cited as having tactical battles, regardless of how the turns are arranged, each unit (whether friendly or enemy) executes its order(s) (if several, one choice is made and executed, followed by the next choice, etc.) immediately after the choice(s) has(ve) been made it during its turn, followed by the next one in the queue. In that sense, even RPGs using (EDIT) passive ATBs can be conceptually thought of being closer to tactical than the DBS of RMs (I find that hard to believe myself, but it does make sense!).
I also found the main definition of tactics from Merriam-Webster which says:
"1 a : the science and art of disposing and maneuvering forces in combat b : the art or skill of employing available means to accomplish an end".
Hence, it would appear to me that it involves the choices made during the actual battle and not anything before it.
I also found the main definition of tactics from Merriam-Webster which says:
"1 a : the science and art of disposing and maneuvering forces in combat b : the art or skill of employing available means to accomplish an end".
Hence, it would appear to me that it involves the choices made during the actual battle and not anything before it.
To Arms! Review
OK, nevermind then. I guess F-G and I were just thinking about the demo, which obviously wasn't tactical. I don't necessarily consider in-battle movement to be a necessary thing (see Edit) for the battle to be tactical in nature.
To Arms! Review
I found this article in wikipedia:
http://en.wikipedia.org/wiki/Tactical_role-playing_game
The best representatives of a tactical RPG that I have played here in RMN are Aurora Wing and the Reconstruction, although I have also had a chance to play an early tech demo of DFalcon's other game (Oxtongue Heroes) as well as Anaryu's Cast Aside. Of the games mentioned in the article, I have played Master of Monsters (in that each player easily had at least 20 units to start the game if I remember correctly) as well as Shining Force I and II for Sega Genesis as well as at least the first two games of the X-Com series.
I agree with F-G that classifying TA as tactical is probably inaccurate, but not quite for the same reasons. Based on my experience with all those, I would say that it is not the number of characters that make it tactical RPG, but rather the mechanics involved. Examples of the mechanics I mentioned are: alternating turns between player and computer with all units from either side taking an action during each turn; movement and positioning affect whether certain things can be done, especially since skills or magic has a certain range and direction. I also don't agree with wikipedia's article that TRPG can't have exploration.
I don't think if this game is reclassified, that it would take anything from it.
EDIT: There's also some other games I have played that the alternating turn mechanics, except that party members and allies order turns are shown in a queue that I would also consider at least having tactical battles. Sacred Earth: Bonds and Xelos: Sinner's Circle are two examples of this. The latter one, if I recall correctly, whatever you chose to do in your turn could affect the order of your next turn.
http://en.wikipedia.org/wiki/Tactical_role-playing_game
The best representatives of a tactical RPG that I have played here in RMN are Aurora Wing and the Reconstruction, although I have also had a chance to play an early tech demo of DFalcon's other game (Oxtongue Heroes) as well as Anaryu's Cast Aside. Of the games mentioned in the article, I have played Master of Monsters (in that each player easily had at least 20 units to start the game if I remember correctly) as well as Shining Force I and II for Sega Genesis as well as at least the first two games of the X-Com series.
I agree with F-G that classifying TA as tactical is probably inaccurate, but not quite for the same reasons. Based on my experience with all those, I would say that it is not the number of characters that make it tactical RPG, but rather the mechanics involved. Examples of the mechanics I mentioned are: alternating turns between player and computer with all units from either side taking an action during each turn; movement and positioning affect whether certain things can be done, especially since skills or magic has a certain range and direction. I also don't agree with wikipedia's article that TRPG can't have exploration.
I don't think if this game is reclassified, that it would take anything from it.
EDIT: There's also some other games I have played that the alternating turn mechanics, except that party members and allies order turns are shown in a queue that I would also consider at least having tactical battles. Sacred Earth: Bonds and Xelos: Sinner's Circle are two examples of this. The latter one, if I recall correctly, whatever you chose to do in your turn could affect the order of your next turn.
Eden Legacy: A Knight of Eden Review
I guess the one good thing that came out of all this is that 2 of the doubters wrote their own reviews and the other gave some useful feedback. And I actually have played Bob's Big Adventure a long time ago. Let me say this: I have played games much worse than that one.
Eden Legacy: A Knight of Eden Review
At least he didn't give you the 0.5 stars he gave Fatal Fantasy "A Tale of two Worlds". I think this game will get among the most extreme reviews, those who really love and those who can't stand it. However, you still have a chance to improve some things in your Deluxe version.
Eden Legacy: A Knight of Eden Review
I agree with you Max, to an extent. I don't think reviewers should be trying to guess how other players will react to certain aspects of the game, but stick with their own appreciation of them. Disregarding those comments, this review points to 4.5 stars, but then again, I am not the reviewer. Beauty is in the eye of the beholder!
Eden Legacy: A Knight of Eden Review
Yeah, narcodis. I know you were incredulous that somebody could give it this rating. But to each its own, I say. Contrary to what others might believe, the more reviews a game has, the more inclined I am to believe the average RMN rating (not of the individual reviews) shown.
Eden Legacy: A Knight of Eden Review
I commend you for at least trying to play some of it, so you could actually have some material for this review. Instead of just saying you didn't like it without saying why, you actually did give (brutally) honest opinions about it. What I liked about what you wrote, is that even though you noted its flaws, you also mention what you thought was good about it, gave some constructive feedback and even mentioned potential. That's clearly the result of the thoughtfulness you seem to have put into this review.














