Tactics Ogre Reborn - 4.5 or 5.0 (Brilliant, maybe a Masterpiece)
Just finished all the different paths/post-game content for this. Thoroughly love it, though there are definitely things I can see rubbing people the wrong way on first impression and things about it that people will consider flaws that I'll probably disagree with.
Matsuno, Yoshida, and Sakimoto are my favorite creative trio in videogames-- Matsuno's among my favorite storytellers/writers, Yoshida's my favorite artist, and Sakimoto can hold his own with any all-time great composer. They're traditionally very weak when it comes to mechanical balancing/accessibility, but their games are wonderful despite this, mainly on the strength of their satisfyingly tactile look and feel, depth, elegance, tastefulness, and style. Tactics Ogre Reborn is one of the rare instances where that weakness of theirs doesn't really come into play, though (I really like the balancing/difficulty curve), and as a result, it may just be their magnum opus.
First off, the port is an absolute labor of love, and how dear the work itself is to them is obvious with how much care they put into every re-release of it. It's rare to see a classic ACTUALLY address its flaws and attempt to perfect itself over time (especially despite being limited in mass appeal/budget) rather than arbitrarily add out of place filler bonus content or change what it is for the sake of novelty or some misguided sense of modernity. The voice acting is surprisingly fantastic (was skeptical going in, but it's consistently solid and charming-- one performance even gives me slight Charles Grodin/James Spader vibes), the updated visuals look great to me (contrary to complaints about lazy filters), and the quality of life improvements/mechanical streamlining of the game is just about perfect. They managed to simplify everything convoluted about it and completely remove its tedious grind (at least for the required parts of the game) without sacrificing any of the charm/challenge. Its secrets and hidden details are still old-game obtuse, but in a way that I appreciate and think is a good thing, personally (I want modern games to be more old-game obtuse with their secrets).
My favorite VA is for Nybeth-- Probably the most charismatic videogame mad scientist character I've come across (gets lots of great development in a Neutral route optional quest).
Tonally, it's not going to be for everyone. It's very information overload (expecting you to remember a ton of names, places, and factions right off the bat), there is almost zero levity, subject matter can get pretty brutal/bleak, it expects you to constantly read up on lore, and it's the type of storytelling that's very dispassionate, impersonal, ideas-driven, and doesn't really give a rats ass about keeping you hooked or ingratiating you to its characters so that you "root" for them (it's very Matsuno in that he has a surgical talent for delivering just the information you need and no more). If you don't care for the things that are tasteful, sharp, and incisive about its delivery/phrasing, or if you don't care about reading between the lines, the progression and base plot can feel monotonous and less than engaging. Personally, I feel that that's more of a player problem than a game problem, and I'm endeared by how uncompromising it is in that regard rather than put off by it.
Visually, it's one of my all time favorites. The sprite art, UI, world map, character portraits, backgrounds, icons, theatrical staging/framing, and presentation are all beautiful. Lots of tiny character animations that I can't believe are in a game this old (even the original SNES-era version holds up very well visually). Would I prefer more fully redone high resolution pixel art? Possibly, could go either way, but the criticism is blown out of proportion. Compared to other examples of sprite upscaling, it's one of the better attempts, IMO-- especially looks flawless on a smaller screen.
Maybe a weird example, but just look at how densely considered and ornate/cute/well drawn this simple shop looks. It's perfect, and charms the hell out of me.
Mechanically, the game seems deceptively simple/traditionalist on the surface, but there's a ton of depth, variability, and attention to detail to everything. Every class is viable and can be used in a number of clever and strategic ways, status effects and enemy recruitment is actually fun and useful to deploy and pay attention to, and even the card system is a welcome addition that adds an element of risk/reward to it. If you look in the guide, there are also a ton of tiny unexpected features and details that you would never expect (breakable obstacles, using larger units as stepping stones, alignments/loyalty ratings, etc.). The game can get very challenging and appear grueling if you try to brute-force it, but there's always a strategic solution that doesn't require grinding. The A.I. is fine, but not amazing or anything. I've heard some people complain about randomness being a factor, but I don't understand that. Randomness is a very small part of the game. It's not like Into the Breach where you can reliably predict every outcome-- you just make the smartest choices you can so that the tide of the battle favors you.
The story initially feels less elegant, carefully developed, and attention-grabbing than Final Fantasy Tactics, it's similarly information overload (throwing a ton of names/places/factions to keep in mind right away), and the mindsets of certain characters can misleadingly come across as poorly written initially, but once you read all the in-menu supplementary material, discover all the missable cutscenes/possible story paths, connect all the dots, and interpret all the details, it ends up being nearly as thematically powerful and quite a bit more rich, dynamic, and complete than FFT (where FFT feels like a Shakespearean work of art, Tactics Ogre feels more like a historical tome). One character exemplified this in particular-- On one path, he seemed formulaic and cookie cutter but serviceable in a strictly one-dimensional kind of way, on the second path, he seemed self-contradictory and stupidly written, but then once I saw all three paths, I realized how thoughtful, fascinating, and interestingly written his psychology is, which fittingly describes the game in a nutshell. There are countless characters/moments that are very "I thought this was a one-off throwaway thing, but there's more to it than I expected-- it was just hidden away in some corner." Definitely more of a post-game/replay appreciation type of game rather than a first-playthrough appreciation game, IMO.
The game is also incredible when it comes to meaningful choices, decisions, and variables that can affect things, as well as just being jam-packed with missable details, rare events, and possibilities. Tons of characters can be recruited depending on the choices you make, most can permanently die or abandon you if they disagree with your choices, and a number of different things can appear in your ending based on that. Lots of tiny little things that they did not need to consider but did, like enemies having different dialogue if they die in a different order or at the same time as related enemies. There's even a part of the game that does the "I'll go alone and unarmed" thing, and different sequences play out depending on whether you enter from the front/back, what units you include in your formation, or whether your character is equipped with anything-- It doesn't amount to much, but the attention to detail is very charming. And all of those details are voiced, too. The premise of the post-game DLC sounds like it shouldn't work and is the type of thing I'd normally hate (time-travel shenanigans to justify exploring hypotheticals and undoing negative outcomes), but it's handled with such grace that I feel that it does work and enhance the overall experience (I don't know what was intended, but instead of feeling like childishly immature denial like other time travel things, it feels more like a non-literal psychological fever dream of regret to me). Overall, Tactics Ogre Reborn is more content than anyone can ask for, and you're likely to constantly discover new things even after hundreds of hours.
Some minor nitpicks I have. First, the optional dungeons, while sometimes containing the occasional great story moment and sometimes packed with useful obtainables, are gruelingly repetitive and uninteresting, basically just climbing hundreds of floors, some of which don't even have much of a pay-off. Second, there are a couple choices that are badly translated or have no logical reasoning. One is a matter of life and death where the choice just straight up appears to have no logical reasoning (I know how to get the desired outcome, but can't make sense of why, story-wise). Another, you choose between "Of course!" and "How could I not?", which logically mean the same thing. I also caught an incorrect voice line where the wrong voice actor (playing a character with the same name) voices a line when the character is off-screen, only for the correct one to replace them in the next sentence. Not much else bothers me, personally.
When Final Fantasy Tactics Reborn gets released, hopefully getting this same treatment, it's going to be difficult to decide which one I like better (FFT's story and writing is still more concise, beautiful, meaningfully progressing with every encounter, and it has a superior/flawless ending). But at the moment, this probably takes the cake, IMO.
Favorite Games:
1. Kentucky Route Zero
2. Disco Elysium
3. Celeste
4. Into the Breach: Advanced Edition
5. Inside
6. Tactics Ogre Reborn
7. Downwell
8. Sekiro (tentatively based on small sample)
9. Bloodborne (tentatively based on small sample)
10. Super Metroid
11. Hollow Knight
12. Portal 1
13. Final Fantasy Tactics: War of the Lions (iOS)
14. Tunic
T15. Street Fighter III: 3rd Strike/Garou: Mark of the Wolves