I bought this game at launch and am still playing it consistently. By far the game I play the most time as an adult. Happy that i am finally finishing Potd and getting ready for CODA. Did coda 1 and san Bronsa to get summons 2 and other stuff plus the songstress and nybeth is next. Looking forward go coda 3
Quick note on San Bronsa: I missed mentioning why PSP San Bronsa was kind of a bummer, but it had random level spikes. You know that feeling of a Pokemon ROM hack where you walk one room over and get dunked on? Yeah. Especially when you hit SB proper and they jumped by 10, which in PSP context could often be enough to cause a backtrack due to leveled gear unlocks in that version.
I will say that the duel with Leonar in Chaos is a huge difficulty spike for a lot of people compared to the rest of the main story. My childhood bestfriend basically put the game indefinitely on the backburner after hitting that wall. I've seen your video on how to outmaneuver him. I even shared it with him. Unfortunately, he had many other 'small' reasons for not going back to it like complaints about the UI. Lmao.
@@CoffeePotato Indeed. I am so glad I stumbled upon your old tier list ramble videos for the PSP version. It's what got me more and more curious about this game and the series. Now, all of my family and friends say "Looks like you've found your game" Lmao. Can't imagine ever putting it down for very long.
Dude my gf got me triangle strategy for my bday recently and I've only fought two battles and sit through like 3 hours of story. I asked for TS for my day but omg Tactics Ogre is all I've veer needed.
If definitely say that if you can only play one game of the series, this would be the place to start. They all work differently, but this one's the easiest to understand by miles.
I just started chapter 4. I'm looking forward to getting to the end game. When should I start looking out for all this content? Does It appear after I actually beat the story or will some of it appear during me progressing the story?
It happens somewhat in chapter 4, but really opens up after the final boss. He's where the story ends the first time, but basically just the first step into the post game.
Main Story: All your base are belong to us (Easy) POTD: You are not a good person. You know that, right? Good people don't end up here (Medium) San Bronsa: Why are we still here? Just to suffer? (Hard) CODA 4: Probing Uranus (bring lube)
I cannot comment on the PSP or SNES versions, but back around the turn of the century ('98-'99, lol) PotD existed as a player contest in the ps1 version, which is why you didn't get to heal between floors. It was THE post-game challenge 100 odd floors of brutality, but! it would result in a real-world pile of cash for the first 100 players to complete it. SO, THAT, is/was why PotD exists. (It could have just been repurposed for that I guess, but I doubt it.) It was exciting, but my ps1 game disc finally wore all the way out before I finished it, it was tough without heals! From the sounds of it now, i'm kinda bummed :(
I love tactic ogre but there is one aspect that I don't like its grinding, the first thing I did when I step in potd is use 100 percent drop rate cheat.
One of many reasons why Reborn is the way to play for folks getting into it. In PSP you could go all POTD getting absolutely nothing. In Reborn, you're walking out with a random selection of at least multiple copies of 80% of what's in there with one run, meaning you can adjust for the difference unless going for 100%. It may have been a bummer, but I'll always remember my POTD PSP run where all I got was....one pair of shoes. Honestly that took luck on it's own. Technically OV guarantees drops, but that's only of the bag drop itself rolls, so it's like..90% fixed, as much as it could be.
I really enjoyed San Bronsa & the other CODA’s (3 ~ 4), as opposed to the POTD parts (including Coda-2), in Reborn… mostly because you don’t get that annoying ‘Level-Down to 40’ effect. Being able to have your ‘full stats’, even if the enemies are still adjusted up by a similar point (Level-55, 60, 65, etc) somehow ‘felt’ better than the Leveled-Down values in POTD. 😅
POTD is meant to feel oppressive, though, it's an unusual, but kinda novel way to do it. The difficulty isn't from the levels, but it feels like everything's wrong. It's neato
@@CoffeePotato I agree w you there ! That oppressive music theme is also very iconic. You feel like you are definitely heading towards the very the source of the Powers of Darkness ! 😨
Angel: Dare not to imagine you comprehend the will of heaven. Denam: Angels or no, those are fighting words. Sherri as that guy from Karate Kid: Get'em a body bag Denam, yaaaaaaaaa!
Okay you called me out in 40 seconds. I beat it and moved to the next game. I knew there was more but I get distracted easily and my backlog is overwhelming
I responded thos way when I finished the PSP version years ago, but I’ve loved the game design reworks in Reborn so much and gotten so much more enjoyment out of the story on a revisit (and after playing Ogre Battle: MotBQ and KoL) I’m planning to finally sink my teeth into this on my Switch the way I did with the FF Tactics games waaaaay back in the day.
@@CoffeePotato For me it was easy - I always had serious caveats with the PSP version, I thought it got too much Tactics Advance into Tactics Ogre and ended up feeling compromised as a result. (I love Tactics Advance, but it has a totally different style and structure that doesn’t mix with TO at all.) Reborn strikes a much better balance between the brutal challenge and streamlined structure of the original game and the deep long-term customization features that define the team’s post-Square work. There are some things I don’t love (like facing and accuracy/evasion stats being rendered almost pointless) but overall it definitely feels like the perfected version of a brilliant game that was always flawed, and by extension one of the best games in the history of the genre.
The post-game has a lot of improvements, but it also comes with one of my biggest disappointments for this version of the game. All the attunements being stripped out with seemingly no compensation or reworking leads to a lot of wonky balance and underwhelming upgrades. The chokers are the most obvious, even if you're okay with them being relegated to an extremely niche use, there is no justification for them being 3 WT and coming so late in the game now. The elemental robes are pretty pointless. The elemental rods are entirely pointless. But even outside of those extremes, almost all the armor, glove, and helm upgrades are extremely underwhelming, offering negligible boosts to offense or none at all, and marginal boosts to defense (since defense stats in general are pretty diluted by the end of the game). Really just feels like they didn't put in the due effort here, and takes a lot of the fun out of pursuing these last tiers of upgrades.
I'd argue the complete opposite, but bear with me. Augments were basically just a stack, you're popping another token on the pile. This time around, their job is different. Elemental robes always had a secondary shield function that no one used, and would only block their own element. Now they cover their weakness effectively. Chokers were a power boost, now they also counter their weakness...but are also one of very few MP boosts. This didn't make sense to me at first until considering where you get them. They integrate super well with any revive setup, leading to them being an interesting comeback option. Elements and their counters are just more interesting to me than boost pipes, it just feels more strategic to me. More on the field, less on the page, if you will.
@@CoffeePotato Does anyone use the secondary shield effect of the elemental robes or chokers now? I don't really see how they possibly could... Is it possible or practical to get more meaningful use out of the elemental robe's 10 resistance to one element compared to the Sorcerer Robes(+1)'s 8 resistance to all elements? Or the choker's 10 resistance to one element compared to the earrings' 5 resistance to all races? Admittedly, I don't fully understand the math behind these, but it seems like quite an ordeal to squeeze more use out of the mild advantage these extremely narrow defenses offer over the much broader alternatives that come sooner and cheaper.
@@jackcristo1628 Elemental resistance is entirely geared towards countering an enemy's elemental offence. But the enemy doesn't stack their type hard enough to need a dedicated robe or choker. And you can also just hit a neutral element matchup and ignore resistances entirely. Light/Dark are about the only ones important enough to pay attention to.
@@jackcristo1628 The numbers in general on the robes are higher, and they become more convenient over time. Since resistance bonuses only activate on Effective and Ineffective hits, they're an upgrade in most scenarios. The chokers, on the other hand, I've found as a handy way to slot in Insight without taking more space, or covering a weakness, since the relative offensive strength of most rings is lower this time. That said, if we want to say their their offensive bonus disappeared, it's more like they swapped with the earrings, which now boost Shots to insane levels due to over ranking weapon skills. I thought I made a video on chokers already, but must've scrapped it. Back on the list it goes!
@@CoffeePotato The elemental robes don't have higher numbers in general than Sorc Robes (+1), they give +1 Mind and that's it. +1 Mind and +2 resistance to one element, with -8 to the rest. I don't see how it can be argued that it's not a pathetic upgrade, especially when the game is devoting 8 separate items to it. That's a lot of bloat for not a lot of purpose. It just seems painfully obvious to me that the elemental rods, robes, chokers, and many other pieces of endgame gear used to give something more that was simply removed without any adjustment to keep those gear upgrades meaningful. I agree that the attunes were just "stacks" and ideally Reborn could've done something more interesting than that, like usable skills or special properties. But a stack is better than nothing, which is what most of them feel like now.
I bought this game at launch and am still playing it consistently. By far the game I play the most time as an adult. Happy that i am finally finishing Potd and getting ready for CODA. Did coda 1 and san Bronsa to get summons 2 and other stuff plus the songstress and nybeth is next. Looking forward go coda 3
There's so much that just never got explored in the PSP version, and it's just such a solid way to repackage it all so much more digestibly.
I should point out. This is Tactics Ogre. It's the Geneva Checklist
Quick note on San Bronsa:
I missed mentioning why PSP San Bronsa was kind of a bummer, but it had random level spikes. You know that feeling of a Pokemon ROM hack where you walk one room over and get dunked on? Yeah. Especially when you hit SB proper and they jumped by 10, which in PSP context could often be enough to cause a backtrack due to leveled gear unlocks in that version.
Oh i remember that dearly, it was minimum level on 40 on the higher parts i think, i remember i had to plow through that
I’m almost at the end of chapter 4. I play very casually. Thanks for all the videos about this game man. 🙏🏻
I will say that the duel with Leonar in Chaos is a huge difficulty spike for a lot of people compared to the rest of the main story. My childhood bestfriend basically put the game indefinitely on the backburner after hitting that wall. I've seen your video on how to outmaneuver him. I even shared it with him. Unfortunately, he had many other 'small' reasons for not going back to it like complaints about the UI. Lmao.
Indefinitely, but curiosity tends to call people back to this thing 😆
@@CoffeePotato Indeed. I am so glad I stumbled upon your old tier list ramble videos for the PSP version. It's what got me more and more curious about this game and the series. Now, all of my family and friends say "Looks like you've found your game" Lmao. Can't imagine ever putting it down for very long.
Dude my gf got me triangle strategy for my bday recently and I've only fought two battles and sit through like 3 hours of story. I asked for TS for my day but omg Tactics Ogre is all I've veer needed.
Hahaha, glad to hear I wasn't the only one in that boat 🤣
That wouldn't be bad if Triangle had a very good story but it... uh, doesn't.
this game is all I could ask and more out of a tactic rpg, so sad so many people don't give it a chance
That's the thing with great games, sometimes folks claim to want something special, but won't leave their comfort zone.
thanks for the insights into the older games since and how things have changed (seemingly for the better), as this is my first and only TO game
If definitely say that if you can only play one game of the series, this would be the place to start. They all work differently, but this one's the easiest to understand by miles.
@@CoffeePotato ya I've watched your older videos just to get a feel for like ob64 or motb, good to have an ancient archive of these games
@@Craigerry More on them soon!
Bought the psp game day one, have a cheated version on my phone. I knew of the generals but ever only faced one. The rest..........
I never knew!
That's why I praise Reborn so much. It seems like small changes, but so much of the game was dead content before.
When the first four chapters are just the tutorial...
Considering everything, they pretty much are 😂
I just started chapter 4. I'm looking forward to getting to the end game. When should I start looking out for all this content? Does It appear after I actually beat the story or will some of it appear during me progressing the story?
It happens somewhat in chapter 4, but really opens up after the final boss. He's where the story ends the first time, but basically just the first step into the post game.
Main Story: All your base are belong to us (Easy)
POTD: You are not a good person. You know that, right? Good people don't end up here (Medium)
San Bronsa: Why are we still here? Just to suffer? (Hard)
CODA 4: Probing Uranus (bring lube)
Mind if I borrow that for time stamps? 😂
@@CoffeePotatolol go ahead
I cannot comment on the PSP or SNES versions, but back around the turn of the century ('98-'99, lol) PotD existed as a player contest in the ps1 version, which is why you didn't get to heal between floors. It was THE post-game challenge 100 odd floors of brutality, but! it would result in a real-world pile of cash for the first 100 players to complete it. SO, THAT, is/was why PotD exists. (It could have just been repurposed for that I guess, but I doubt it.) It was exciting, but my ps1 game disc finally wore all the way out before I finished it, it was tough without heals!
From the sounds of it now, i'm kinda bummed :(
I love tactic ogre but there is one aspect that I don't like its grinding, the first thing I did when I step in potd is use 100 percent drop rate cheat.
One of many reasons why Reborn is the way to play for folks getting into it. In PSP you could go all POTD getting absolutely nothing. In Reborn, you're walking out with a random selection of at least multiple copies of 80% of what's in there with one run, meaning you can adjust for the difference unless going for 100%. It may have been a bummer, but I'll always remember my POTD PSP run where all I got was....one pair of shoes. Honestly that took luck on it's own. Technically OV guarantees drops, but that's only of the bag drop itself rolls, so it's like..90% fixed, as much as it could be.
I really enjoyed San Bronsa & the other CODA’s (3 ~ 4), as opposed to the POTD parts (including Coda-2), in Reborn… mostly because you don’t get that annoying ‘Level-Down to 40’ effect. Being able to have your ‘full stats’, even if the enemies are still adjusted up by a similar point (Level-55, 60, 65, etc) somehow ‘felt’ better than the Leveled-Down values in POTD. 😅
POTD is meant to feel oppressive, though, it's an unusual, but kinda novel way to do it. The difficulty isn't from the levels, but it feels like everything's wrong. It's neato
@@CoffeePotato I agree w you there ! That oppressive music theme is also very iconic. You feel like you are definitely heading towards the very the source of the Powers of Darkness ! 😨
Angel: Dare not to imagine you comprehend the will of heaven.
Denam: Angels or no, those are fighting words.
Sherri as that guy from Karate Kid: Get'em a body bag Denam, yaaaaaaaaa!
I have a cursed weapon without a name that wants to be named Wax Off now...
So this is...the vibe of each section of the game? I think timestamps will help
Sort of, it's how it leads into post game. Kind of a vague topic, but each is meant to build to the next, that's why I didn't do stamps for this one.
You think you could do a vid where you explain what happens in CODA for us plebs who suck at this game? 😅 i cant make it past CODA chapter 1
I suppose I could!
Yeah, I’m stuck at Roderick.
I know there’s guides, but I want to beat him with what I have.
That's the spirit!
If you know the enemy and the map you can make a good trap to cheese it.
Okay you called me out in 40 seconds. I beat it and moved to the next game. I knew there was more but I get distracted easily and my backlog is overwhelming
Fair enough, though the mechanics really get a chance to stretch to nutty levels in that post game. It just becomes this whole other beast.
I responded thos way when I finished the PSP version years ago, but I’ve loved the game design reworks in Reborn so much and gotten so much more enjoyment out of the story on a revisit (and after playing Ogre Battle: MotBQ and KoL) I’m planning to finally sink my teeth into this on my Switch the way I did with the FF Tactics games waaaaay back in the day.
@@gatotsu2501 It's such a hard experience go put into words just how right the new changes are once you get into it.
@@CoffeePotato For me it was easy - I always had serious caveats with the PSP version, I thought it got too much Tactics Advance into Tactics Ogre and ended up feeling compromised as a result. (I love Tactics Advance, but it has a totally different style and structure that doesn’t mix with TO at all.) Reborn strikes a much better balance between the brutal challenge and streamlined structure of the original game and the deep long-term customization features that define the team’s post-Square work. There are some things I don’t love (like facing and accuracy/evasion stats being rendered almost pointless) but overall it definitely feels like the perfected version of a brilliant game that was always flawed, and by extension one of the best games in the history of the genre.
The post-game has a lot of improvements, but it also comes with one of my biggest disappointments for this version of the game. All the attunements being stripped out with seemingly no compensation or reworking leads to a lot of wonky balance and underwhelming upgrades. The chokers are the most obvious, even if you're okay with them being relegated to an extremely niche use, there is no justification for them being 3 WT and coming so late in the game now. The elemental robes are pretty pointless. The elemental rods are entirely pointless. But even outside of those extremes, almost all the armor, glove, and helm upgrades are extremely underwhelming, offering negligible boosts to offense or none at all, and marginal boosts to defense (since defense stats in general are pretty diluted by the end of the game). Really just feels like they didn't put in the due effort here, and takes a lot of the fun out of pursuing these last tiers of upgrades.
I'd argue the complete opposite, but bear with me. Augments were basically just a stack, you're popping another token on the pile. This time around, their job is different. Elemental robes always had a secondary shield function that no one used, and would only block their own element. Now they cover their weakness effectively. Chokers were a power boost, now they also counter their weakness...but are also one of very few MP boosts. This didn't make sense to me at first until considering where you get them. They integrate super well with any revive setup, leading to them being an interesting comeback option. Elements and their counters are just more interesting to me than boost pipes, it just feels more strategic to me. More on the field, less on the page, if you will.
@@CoffeePotato Does anyone use the secondary shield effect of the elemental robes or chokers now? I don't really see how they possibly could... Is it possible or practical to get more meaningful use out of the elemental robe's 10 resistance to one element compared to the Sorcerer Robes(+1)'s 8 resistance to all elements? Or the choker's 10 resistance to one element compared to the earrings' 5 resistance to all races? Admittedly, I don't fully understand the math behind these, but it seems like quite an ordeal to squeeze more use out of the mild advantage these extremely narrow defenses offer over the much broader alternatives that come sooner and cheaper.
@@jackcristo1628 Elemental resistance is entirely geared towards countering an enemy's elemental offence.
But the enemy doesn't stack their type hard enough to need a dedicated robe or choker. And you can also just hit a neutral element matchup and ignore resistances entirely.
Light/Dark are about the only ones important enough to pay attention to.
@@jackcristo1628 The numbers in general on the robes are higher, and they become more convenient over time. Since resistance bonuses only activate on Effective and Ineffective hits, they're an upgrade in most scenarios. The chokers, on the other hand, I've found as a handy way to slot in Insight without taking more space, or covering a weakness, since the relative offensive strength of most rings is lower this time. That said, if we want to say their their offensive bonus disappeared, it's more like they swapped with the earrings, which now boost Shots to insane levels due to over ranking weapon skills.
I thought I made a video on chokers already, but must've scrapped it. Back on the list it goes!
@@CoffeePotato The elemental robes don't have higher numbers in general than Sorc Robes (+1), they give +1 Mind and that's it. +1 Mind and +2 resistance to one element, with -8 to the rest. I don't see how it can be argued that it's not a pathetic upgrade, especially when the game is devoting 8 separate items to it. That's a lot of bloat for not a lot of purpose.
It just seems painfully obvious to me that the elemental rods, robes, chokers, and many other pieces of endgame gear used to give something more that was simply removed without any adjustment to keep those gear upgrades meaningful. I agree that the attunes were just "stacks" and ideally Reborn could've done something more interesting than that, like usable skills or special properties. But a stack is better than nothing, which is what most of them feel like now.