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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 games (abbreviated TRPGs), also known as strategy role-playing games and in Japan as (both abbreviated SRPGs), are a video game genre that combines core elements of role-playing video games with those of tactical (turn-based or 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'', 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. And like other RPGs, death is usually temporary. But this genre incorporates strategic gameplay such as tac ...
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Tactical Role-playing Game
Tactical role-playing games (abbreviated TRPGs), also known as strategy role-playing games and in Japan as (both abbreviated SRPGs), are a video game genre that combines core elements of role-playing video games with those of tactical (turn-based or 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'', 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. And like other RPGs, death is usually temporary. But this genre incorporates strategic gameplay such as tac ...
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Super Nintendo Entertainment System
The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 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 Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. 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. It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be competitive into the ...
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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 missions, 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 l ...
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Tarot Card
The tarot (, first known as ''trionfi (cards), trionfi'' and later as ''tarocchi'' or ''tarocks'') is a pack of playing cards, used from at least the mid-15th century in various parts of Europe to play card games such as Tarocchini. From their Italy, Italian roots, tarot playing cards spread to most of Europe evolving into a family of games that includes German Grosstarok and more recent games such as French Tarot and Austrian Königrufen which are still played today. In the late 18th century, French occultists began to make elaborate, but unsubstantiated, claims about their history and meaning, leading to the emergence of custom decks for use in divination via tarot card reading and cartomancy. Thus there are two distinct types of tarot pack: those used for playing games and those used for divination. However, some older patterns, such as the Tarot de Marseille, originally intended for playing card games, have also been used for cartomancy. Like the common playing cards, tarot ...
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Turns, Rounds And Time-keeping Systems In Games
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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SFC Tactics Ogre - Let Us Cling Together
SFC may refer to: Science, technology and engineering * 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 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 Francisco County * Sea Fisheries Committee, regional fisheries bodies in England and Wales * Securities and Futures Co ...
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PlayStation Portable
The PlayStation Portable (PSP) is a handheld game console developed and marketed by 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 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 when it was introduced, and was the first real competitor of Nintendo's handheld consoles after many challengers such as Nokia's 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 interface, other PSP systems, and the Internet. The PSP also had a vast array of multimedia features su ...
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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 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 history, and the stories of ''Final Fantasy Tactics'', '' Vagrant Story'' and ''Final Fantasy XII'' all 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 of Europe and the History of t ...
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