Tactics Ogre
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Tactics Ogre
is a 1995 tactical role-playing game developed and published by Quest Corporation for the Super Famicom. It was later ported to the Sega Saturn (1996) and the PlayStation (1997), the latter released in North America in 1998 by Atlus USA. The second entry in the '' Ogre Battle'' series, the story takes place in the war-torn kingdom of Valeria, where protagonist Denim Powell works in a local resistance force against occupying powers, ending up caught in the ethnic conflicts driving the war. Battles are turn-based, taking place on grid-based maps from an overhead perspective with a focus on positioning and using character class abilities. Production lasted two and a half years, with ''Ogre Battle'' creator Yasumi Matsuno acting as director, writer and lead designer. The storyline was inspired by conflicts in Europe and Asia, based heavily in personal and political drama over the fantasy-themed narrative of '' Ogre Battle: The March of the Black Queen''. The gameplay, inspired by t ...
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Tactical Role-playing Game
Tactical role-playing game (abbreviated TRPG), also known as strategy role-playing game or (both abbreviated SRPG), is a video game genre that combines core elements of role-playing video games with those of tactical (Turn-based tactics, turn-based or Real-time tactics, real-time) strategy video games. The formats of tactical RPGs are much like traditional tabletop role-playing games and strategy games in appearance, pacing, and rule structure. Likewise, early tabletop role-playing games are descended from skirmish wargames such as ''Chainmail (game), Chainmail'', which were primarily concerned with combat. Game design This subgenre of role-playing video games principally refers to games which incorporate elements from strategy video games as an alternative to traditional role-playing game (RPG) systems. Like standard RPGs, the player typically controls a finite party and battles a similar number of enemies. Like other RPGs, death is usually temporary, but this genre incorporat ...
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Super Nintendo Entertainment System
The Super Nintendo Entertainment System, commonly shortened to Super Nintendo, Super NES or SNES, is a Fourth generation of video game consoles, 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Oceania and 1993 in South America. In Japan, it is called the In South Korea, it is called the Super Comboy and was distributed by SK Hynix, Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. In Russia and Commonwealth of Independent States, CIS, the system was distributed by Steepler from 1994 until 1996. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions. The Super NES is Nintendo's second programmable home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time. ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of objectives, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from '' Dungeons & Dragons'', experience points are used to improve characters in discrete experience ...
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Tarot Card
Tarot (, first known as '' trionfi'' and later as ''tarocchi'' or ''tarocks'') is a set of playing cards used in tarot games and in fortune-telling or divination. From at least the mid-15th century, the tarot was used to play trick-taking card games such as Tarocchini. From their Italian roots, tarot games spread to most of Europe, evolving into new forms including German Grosstarok and modern examples such as French Tarot and Austrian Königrufen. Tarot is most commonly found in many countries, especially in English and Spanish speaking countries where tarot games are not as widely played, in the form of specially designed cartomantic decks used primarily for tarot card reading, in which each card corresponds to an assigned archetype or interpretation for divination, fortune-telling or for other non-gaming uses. The emergence of custom decks for use in divination via tarot card reading and cartomancy began after French occultists made elaborate, but unsubstan ...
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Turns, Rounds And Time-keeping Systems In Games
Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks. Real-time In real-time games, time progresses continuously. This may occur at the same or different rates from the passage of time in the real world. For example, in '' Terraria'', one day-night cycle of 24 hours in the game is equal to 24 minutes in the real world. In a mult ...
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SFC Tactics Ogre - Let Us Cling Together
SFC may refer to: Science, technology and engineering * Scanning Flow Cell, an electrochemical technique based on the principle of channel electrode * Space-filling curve, a curve whose ranges contain the entire 2-dimensional unit square * Supercritical fluid chromatography, a form of normal phase chromatography * Specific fuel consumption (other) ** Brake specific fuel consumption (BSFC), the fuel consumption of a shaft engine in terms of its output power ** Thrust specific fuel consumption (TSFC), the fuel efficiency of a jet engine design in terms of its thrust efficiency * Super Famicom, the Japanese version of the Super NES video game console * Shop floor#Shop floor control, the logistic term to follow up the progress and steer the shop floor production plan or schedule Computing * Sequential function chart, a graphical programming language used for programmable logic controllers * System File Checker, a utility in Microsoft Windows Organizations * San Francisc ...
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PlayStation Portable
The PlayStation Portable (PSP) is a handheld game console developed and marketed by Sony Interactive Entertainment, Sony Computer Entertainment. It was first released in Japan on December 12, 2004, in North America on March 24, 2005, and in PAL regions on September 1, 2005, and is the first handheld installment in the PlayStation line of consoles. As a Seventh generation of video game consoles, seventh generation console, the PSP competed with the Nintendo DS. Development of the PSP was announced during E3 2003, and the console was unveiled at a Sony press conference on May 11, 2004. The system was the most powerful portable console at the time of its introduction, and was the first viable competitor to Nintendo's handheld consoles after many challengers such as Nokia's N-Gage (device), N-Gage had failed. The PSP's advanced graphics capabilities made it a popular mobile entertainment device, which could connect to the PlayStation 2 and PlayStation 3, any computer with a USB int ...
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Let Us Cling Together (2010 Video Game)
Let Us Cling Together may refer to: *'' Tactics Ogre: Let Us Cling Together'', a seminal tactical role-playing game *"Teo Torriatte (Let Us Cling Together) "Teo Torriatte (Let Us Cling Together)" (Japanese title: , ) is a song by Queen from their 1976 album '' A Day at the Races''. Written by guitarist Brian May, it is the closing track on the album. The song is notable for having two choruses su ...
", a song by English rock band Queen from their 1976 album A Day at the Races {{Disambig ...
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Ivalice
is a fictional universe Setting (narrative), setting primarily appearing in the ''Final Fantasy'' video game series. The world was created by Yasumi Matsuno and has since been expanded upon by several games as the ''Ivalice Alliance'' series. Ivalice is described as a complex world with a very long and ancient history, and the stories of ''Final Fantasy Tactics'', ''Vagrant Story'', and ''Final Fantasy XII'' take place in it. Though described often as a world, this was only physically true of Ivalice in ''Final Fantasy Tactics Advance'', in which Ivalice was created parallel to the real world. The 'true' Ivalice, as witnessed in the remaining games, describes two distinct locations; a geographical region,Ivalice (Sage Knowledge 29 of 78), Clan Primer Bestiary and a smaller monarchy, kingdom, both of which belong to a larger, unnamed world. Generally, however, the term Ivalice is also used to refer to the conceptual setting, rather as one might say the Middle Ages, Medieval world ...
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