Tactics ogre how many hours




















Darkzore posted The main story from start to finish takes around 30 hours. The extra battles, item hunting, beast taming, CODA etc. Really boosts up daytime. I clocked up 70 hours by doing a few optional things through my first playthrough.

The spider or the fly; who are you in this web? User Info: Morvoni. You have to realize that the word "beat" is pretty open-ended and could mean several things to different people in terms of completion. Typically people are going to take beat as simply clearing the game User Info: Dorami.

About 30 hours to beat the main game. Another hours to complete the optional Palace of the Dead dungeon. Another 30 hours or so to complete the epilogue missions. Another hours to complete the other two major side quest series. This is like my lifetime game, i can just open my psp and play this and for me the word ending might be very hard to attain.

It's my soul. More topics from this board There is no new option to recruit! How do I recruit Deneb?

What you do with that is up to you, thanks to open-ended gameplay that rewards creativity and collaboration. You can join up with other players and take part in multi-day space battles, or you can go off and mine resources to sell for a profit at the next space station.

If you want to blow tens of thousands of real-life dollars building a city-sized space ship, you can do that too. The universe is your oyster. The story is shot through with humor that plays out in the script, but also in the many expressive character animations packed into the game.

It tells the story of Claude and Rena, unlikely companions who come from very different backgrounds. Claude is a spacefaring adventurer who accidentally transports himself to Expel, a faraway planet of magic and fantasy, where he meets Rena, who thinks he must be a legendary Hero of Light. On top of that promising setup, the game is rife with intricate systems, all of which offer unique charms. An item creation mode lets you break down collectibles into food and gear.

During real-time battles, you can control whichever party member you want, hopping between them to take advantage of their unique abilities. The graphics hold up well, with a dynamic battle camera, pre-rendered backgrounds, and expressive sprite-based characters. When the spirit of the earth asks you to do something, you do it. For one thing, it shoehorns shooter mechanics into a turn-based strategy game.

But somehow Sega took these seemingly incongruous ingredients and cooked up a truly impressive game. The battles are tactical but intense, thanks to a perspective that lets you plot your moves from an overhead view of the battlefield before swooping down and giving you direct control of your troops as you put your plan into action.

The characters are well written, and the game actually seems to have something to say about war. So while it mostly ditches side quests and puzzles that were common in its predecessors, it zeroes in on deep character creation tools and tons of combat variety.

You start out by creating a party of up to six adventurers, selecting their class, gender, and race. It presents you with mummies, skeletons, bugbears, orcs, goblins, giants, and a whole mess of other fantasy beasts to slay.

In , Icewind Dale II was the perfect chaser to its sprawling, meditative predecessors. It even holds up today. Following an orphaned adventurer investigating relics called Silver Shards, NW2 improved on the first game in marked ways, especially in its narrative.

More importantly, it featured online co-op and a development toolset with which players could create their own scenarios for the game, both of which helped ensure Neverwinter Nights 2 would have an avid following to this day. It built on everything fans love about the series, from its strategic turn-based battles to its focus on story and characters. Sometimes all a game needs is a second chance, and Odin Sphere got one with Odin Sphere Leifthrasir in Toby Fox wrote and designed, developed, composed the music for, and released Undertale solo, his only help from additional artists.

And it took the gaming world by storm, largely thanks to its deceptively simple story and combat systems, which worked together to conceal great narrative depth. Undertale turns nearly every RPG trope in existence on its head, while simultaneously feeling good as an RPG — a truly incredible feat. Ni no Kuni: Wratch of the White Witch follows the adventures of Oliver and his companions, who include an oddball fairy named Drippy, as Oliver tries to save his mother.

Its unique combat system paired well with a Pokemon-like creature collection element, while its world brimmed with fantastic sights and sounds. It even let players export their characters into later games in the series, another precursor of things to come.

Dragon Quest VIII is considered by many fans to be among the best entries in the series, which is saying something for a franchise this popular.

This was back in the height of cartoonish, cel-shaded graphics, but even then this game stood out for its gorgeously rendered world. It also managed to be less complex than some of its predecessors, eschewing a complicated job system, which many players — weary of convoluted systems in contemporary RPGs — found refreshing.

In an era when many of the most popular games, including all the best Super Nintendo games, were still telling their entire stories through text boxes, Lunar: Eternal Blue was ahead of its time with not just all those cutscenes but over an hour of voiced dialogue, all thanks to the Sega CD format. It eschewed the turn-based combat of the previous games in favor of more action-oriented gameplay, and more importantly its impressive network features let players from all over the world connect and play with each other, with innovative communication options including unique emoji and other symbols.

It also featured voice acting for the first time in the series, not to mention being remembered for its jazzy soundtrack by composers Yoshino Aoki and Akari Kaida. It was also renowned for its animated scenes and stellar localization, and launched a sequel and multiple additional remakes.

A relatively complex class system and extensive backgrounds for each character helped make the game distinct, while its grid-based combat system made Shining Force II ahead of its time. With fantastic graphics, a deep turn-based combat system, and puzzle-based gameplay that pushed the boundaries of what RPGs could do outside of combat, Golden Sun was a landmark.

And the fact that it was all on the tiny Game Boy Advance was even more to its credit. A large part of that was its lack of random battles in dungeons, a huge advancement that made Lufia II way ahead of its time. It even had a randomly generated dungeon, the floor Ancient Cave, another feature of modern games that had yet to reach prominence at that time.

Those elements combined with devious puzzles and an engrossing plot, earn Lufia II a spot on the list. Following Yuri Lowell and his guild Brave Vesperia, Tales of Vesperia also featured an engrossing story involving abuse of Blastia energy that threatens the very planet. But the original will always be remembered for its impressive at the time! As a sequel to the original Shadow Hearts set in the chaos of the first world war, Shadow Hearts: Covenant is one of the best alternate-history RPGs out there.

The unique Judgment Ring made combat exciting, while new additions to the series like the Crest Magic system provided significant advancements over the original. Some wonky localization and dialogue issues only added to its charm. It was even criticized on its original release for its outdated graphics. Thanks to an involved combat and magic system, a solid story set 1, years after Phantasy Star II, and themes dealing with global climate catastrophe, it remains more than relevant today.

Practically every one of its characters has become an iconic hero or villain, and its legacy is immeasurable. Stardew Valley captured hearts by feeling like a throwback to a simpler time in gaming, combining all the best bits of classic home-and-hearth games like Harvest Moon and Animal Crossing.

It singlehandedly breathed new life into the genre with its polished presentation, deep farming systems, and remarkable freedom. At heart, Persona 5 is a game about shaking off the chains of contemporary society. Oh, sure, it's got some exciting turn-based combat, too, but nothing else about it leaves a mark on your soul quite like its leaps from hobnobbing around a Tokyo high school to venturing inside the dungeons of wayward adults and physically battling their personal demons.

There's so much here, whether it's dungeons with hidden rooms or branching paths, or weighty modern themes centering on suicide and drug use. Its intimate explorations of multiple characters also make it an intensely personal story, and one that shouldn't be missed. JRPGs were in a bit of a funk at the beginning of this decade, but few games sent them surging back to relevance quite like Xenoblade Chronicles.

There's just so much to love about it, whether it's the sprawling open world with its many surprises to discover, the likeable cast of characters, the thrilling action combat, or a day and night cycle that caused enemies to grow stronger after the sun went down. Toss in the stellar soundtrack, and that's a recipe for a game that should be popular for years to come. BioWare first made its name with fantasy RPGs, and Dragon Age: Origins marked a generally triumphant update to its tradition of pause-based combat mechanics and party micromanagement.

But its chief strength was its grim setting in a dark fantasy world that married the high fantasy of The Lord of the Rings with the low fantasy of A Song of Ice and Fire, where elves are treated like trash and magic brought with it terrible prices.

It's also a character-driven game in true BioWare fashion, with the standout performance coming from Claudia Black as the role of the witch Morrigan.

One of the most appealing aspects of Persona 3 is the way it jumps between what passes through the real world and fantasy, and it pulls it off while being effortlessly cool.

The narrative follows a high school student whose extracurricular activities partly involve fighting creatures that gnaw on human minds during the "Dark Hour," and he's surrounding by memorable characters who aid him in this task.

Its greatest legacy, though, is the first appearance of the Social Links system, which lets the player level personas the manifestation of one's inner self while doing normal-world activities as well as by fighting monsters. Grandia II was one of the Sega Dreamcast's standout RPGs, delivering fantastic graphics for the system and the time and a good, twisty tale about a world still suffering from the effects of a battle between two gods from thousands of years ago.

The battle system was the chief standout, though, as it took the familiar JRPG turn-based formula and rejuvenated it by allowing characters to run behind their opponents or fall back after attacking them.

And the rockin' battle anthem with its screaming electric guitars playing over this? That was the grandest part. As big as the Dark Souls games are today, it's still pretty easy to find players who've never even heard of their PS3-exclusive predecessor Demon's Souls. But the skeleton of what would come to define Hidetaka Miyazaki's later creations were already in place there, whether it's the minimal story, the high likelihood of death at every turn, or the ability to see how other players died from their blood pools.

You'll have to read a lot in Xenogears, but it's worth it. Throughout its many hours, the plot weaves through religious references and philosophical ideas by the likes of Friedrich Nietzsche, all while also prompting deep thoughts about the relationship between humankind and machines.

Naturally, it also lets you stomp around in a giant, spiky mech. It's an ambitious package of near constant wonder, crafted with stellar graphics for the period and complemented with a memorable soundtrack.

The basic thrust of Tales of Symphonia's plot sometimes veered toward cliche, but the little chats between the colorful characters did much to make up for that. Often they had little to do with the plot at hand, and that detachment made them feel more human. Its real-time combat delivers a similar sense of satisfaction, as it's based on a uncommon system that's both 2D and 3D at once.

Success demands an entertaining juggle of blocking and dishing out special abilities and normal attacks. Even so, Tales of Symphonia never loses sight of the fact that characterization should always come first, and the two elements together make for a rewarding package.

You have to dig under a pile of glitches and bugs in an unpatched version of Vampire: The Masquerade - Bloodlines, but if you persist, you'd quickly find one of the most rewarding RPGs ever made. Set in White Wolf's vampire universe and more specifically in Los Angeles, Vampire: The Masquerade - Bloodlines isn't only about sucking blood wherever you can safely find it, but also about shaping your tale according to your actions, beliefs, and your choices.

Few RPGs do this better. It's especially successful because few works in any media have ever captured a vampiric setting so well, and Bloodlines uses every drop of this atmosphere to add meaning to everything from fascinating rivalries between vampire clans to hungry hunts for rats in dirty alleys.

Skies of Arcadia was one of the bright points in the tragic history of the SEGA Dreamcast, and at release it easily turned heads with its colorful art style and rewarding turn-based gameplay. But it's the airships everyone rightly remembers — beautiful, billowing things that engaged in battles with other ships thousands of feet up in a 3D world with floating islands.

Docking the ships allowed you to strut about towns or venture deep into menacing dungeons, where you'd partake in a unique combat system that made your party share one pool of spirit points for spells and thus added a fun dose of risk to each action. Watch out for those pesky random encounters, though — they tend to get out of hand. The Final Fantasy series had gradually started to look less and less like actual knights-and-dragons fantasy in the years leading up to the turn of the century, but Final Fantasy IX returned the series to its roots.

The world — at least in spirit if not in pixels — unfolded with much the same art style that had graced the NES in while still managing to feel fresh. Intentionally more cartoony than predecessors, it's an endearingly optimistic game that nevertheless handles weighty themes such as guilt and identity with surprising dexterity. But that never really matters so much as the gameplay, which featured the then-unique approach of using tarot cards to influence troops in its automatic battles and taking advantage of the resulting victories to gobble up more territory on a strategic map.

Reputation points gained from interactions with NPC factions are important as well, to the point that your choices could lead you to one of 13 different endings. Post-apocalyptic imagery is somewhat in vogue these days, and thus it's hard to imagine how startlingly original Fallout seemed back during its initial release.

It's serious stuff, in a way, but the whole adventure thrives on a sense of humor and pop-culture references that grant it an uncommon vitality even today. When Fire Emblem first appeared on the Game Boy Advance in the United States, the series had already enjoyed more than a decade of success in its native Japan. Even so, players in the west took to it immediately. It was hard to mistake the similarities with Advance Wars, one of developer Intelligence System's other games, but Fire Emblem forged a superior personality of its own with the rich interactions between its lively characters.

Nor were its strengths limited to characterization — with dozens of classes to choose from, a rich leveling system, and permanent death for characters, it was just as fantastic in action. But it's the dungeon tools for level creation that make Neverwinter Nights so influential and memorable, as they almost flawlessly allowed players to create their own dungeons and campaigns according to the pen-and-paper rules of Advanced Dungeons and Dragons.

That was impressive in itself, but the inclusion of an excellent multiplayer system helped make Neverwinter Nights a smash hit. Baldur's Gate stunned players with an isometric version of the Forgotten Realms universe awash in vibrant colors and a landscape populated with memorable characters like hamster-loving Minsc, who'd beat you up if you put off helping him track down his partner for too long.

A triumph of storytelling that presaged its superior successor, Baldur's Gate kicked off a renaissance of story-rich RPGs that we're arguably still living today. Mario might not sound so tough in Paper Mario: The Thousand-Year Door when you consider that he's literally a piece of paper jaunting around the screen, but that turns out to have some advantages.

He can slip in through cracks by slipping through them sideways, roll himself up, or should the need arise, fly off into the blue yonder as a paper airline. It's the kind of design that complements the whimsical and novel-like plot, which still features poor Princess Peach getting kidnapped, but also a few fun rarities, like a scholarly goomba companion.

It's also fun in action, particularly in the twitchy battle system that requires good timing or by hearing cheers or jeers from the audiences that watch Mario in battle.

Other games emphasize choice, but few showed the effects of those choices over the long game quite like Dragon Quest V did when it launched for the Super Famiconm. The tale here spans an entire three decades, with the hero changing in alignment with the paths taken. It's also remarkable for having a playable pregnancy, a concept that would later influence games like Fable II and The Sims. Ultima IV: Quest of the Avatar is the video game as morality play. For perhaps the first time in computer RPG history, here was a game that wasn't about defeating a bad guy or unshackling the world from the yoke of evil, but rather about learning to embody eight virtues that made you a better person and thus an inspiration to the surrounding world.

Kindheartedness, not battle prowess, is the true star here. This was revolutionary stuff at the time, and over three decades later, it remains so. Alas, it's a little rough to get into these days owing to its complexity and sluggish gameplay, but it remains a profound counterpoint to arguments that RPGs corrupt rather than correct.

The Active Dimension Battle system ditched random battles and replaced them with an unprecedented level of strategy and tactical planning. The License Board allowed players to master any skill set with whichever character they desired. Most importantly, Final Fantasy XII gave us an even better understanding of Matsuno's Ivalice, a world with a rich and believable history, and one that's beloved by RPG fans to this day.

That all changed in Pokemon Sun and Moon, and for the better. It's a game that's focused on the outdoors, specifically a lovely region named "Alola" modeled on Hawaii, and the hours that follow deliver a satisfying balance of roleplaying and Pokemon battles. There's little subtlety in the Monster Hunter universe — you largely end up doing exactly what the title says. But Monster Hunter 4 ensured all that monster hunting was monstrously fun. Verticality stole the show here, with players being able to scramble up walls or vault up surfaces and then leap down to briefly ride the monsters themselves.

More impressively, it managed to accomplish these advanced feats while emerging as the most approachable game in the series. These elements alone were enough to make it good, but an extended variety of weapon and a satisfying local and online multiplayer mode push it to greatness. Fallout 3 was entertaining enough, but Fallout: New Vegas is unforgettable. This is the story of the Courier, who almost dies after the all-important package he was transporting gets stolen outside of post-apocalyptic Sin City.

Yet the main tale isn't as fascinating as everything that surrounds it, whether it's the many factions the Courier builds reputations with, the many choices regarding how to handle volatile situations, or even the sense of humor sprinkled into its several staggering hours of content.

It was even fun in action, as it allowed for special attacks through the series' V. To the untrained eye, Bloodborne may seem like Dark Souls in different clothes. But oh, what clothes they are. Bloodborne's gothic, vaguely Lovecraftian setting of Yharnam is just as sad as it is unsettling, and the haunting violins of the score rub that sadness ever deeper into your soul. But it also plays well, opting for a far more aggressive style than what you get in director Hidetaka Miyazaki's other creations, forcing players to take increasingly larger risks for the sweet, sweet rewards.

There are minimal options for long-ranged and magic and the only shield you do find is little more than a sick joke — all you have to stay alive is the intensity of a blade against the hostile Victorian darkness.

What would Star Trek look like if humans still carried big guns and all of Gene Roddenberry's '60s goofiness was thrown out the airlock? Bioware showed us a decade ago, and that vision captivates us even today. The first entry isn't as strong as the two games that followed, thanks in part to the weak AI in combat and those tedious rides in the Mako across dull alien terrain.

But few if any games before had nailed voice acting, facial animations, and character models with such perfection, to the point that it feels like an interactive movie in the best sense of the term. RPGs would never be the same again. There's so much to love about Bethesda's open-world masterpiece The Elder Scrolls V: Skyrim that it's difficult to pinpoint exactly what makes it so special.

Could it be its breathtaking world full of snowcapped mountains and shady woodlands? The thrill of battling fire-breathing dragons so you can suck out their souls and use their power? Could it be the endless exploration available on its titanic map? Perhaps it's the thousands of Skyrim mods that allow players to do everything from improve textures to change a dragon into a flying Macho Man Randy Savage oooooh, yeah!

Or maybe it comes down to the game's impressive malleability: you can craft any type of hero you want, go where you want, do what you want, and do it when you want. Yes, there are myriad reasons to love one of the best-selling video game of all time, but one thing is for sure: you really don't play Skyrim. You live it.

It shed the famously clunky UI of previous games to allow more of its refreshingly detailed world to shine through. Instead, checking your inventory or looting happened in pop-up menus, which not only carried into future Ultima titles, but games outside the RPG genre too. User Info: Miteshu. User Info: gogues. Just doing one playthrough of the main story would take maybe hours or so.

I'm over hours in and can see myself going more if I really wanted to get everything. User Info: Maltherion. Gogues' estimate sounds pretty accurate. It's definitely easy to exceed hours, especially if you're striving to "complete" the game in any fashion.

In a world where I feel so small I can't stop thinking big. User Info: Folstern. I'm over hours and I'm still not done. If you planned everything out I could see it in hours. That's not including maxing out stats though; that could take hundreds of hours more. I'm at with all items, 12 max stat characters and 11 max cursed weapons. However I could easily spend another hours maxing the rest of my roster and making the rest of the cursed weaponry. More topics from this board There is no new option to recruit!



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