23 thoughts on “Symphony of War, An Ogre Battle Game for 2022, Who Saw That Coming?”
I typically disregard indie games because they tend to be lazy and lack focus, but this actually looks pretty good. I'll be keeping an eye on it. Thanks for being so active and keeping us going!
UPDATE: Started playing it today, and boy oh boy, is it hitting the spot. It feels like Tactics Ogre, Ogre Battle, Fire Emblem, and Heroes of Might & Magic had a beautiful baby. I've been glued to it for hours and I'm already formulating some setups for my next playthrough even though I just pretty much started. 😂 Kudos to the developers for actually having a vision and executing it.
UPDATE TO THE UPDATE: After finishing the prologue of the game and experiencing a major story event, all of the additional units and the items that I equipped them with are gone because the teams that the game provides you with to start are gone. I'd understand if the base units for each squad disappeared, but why the developers wouldn't throw the extras that you've added to each squad into reserves in order to preserve your time and energy investment is beyond me. Really makes me regret spending that much time fleshing out my teams because I have nothing to show for it now. Pretty peeved.
I’m enjoying this game but have stopped playing until they update the UI and make permadeath optional (they said both will be addressed). The game is WAY too easy on default “captain” difficulty and requires almost no strategy or planning at all as the AI is dumb as bricks.
In terms of plot I think this game has some really good peaks. There is a particular stretch of chapters in the mid game that are really well written, and overall the game feels less “safe” than a gba fire emblem. Not sure how it compares to tactics ogre though.
Shame that it was poorly executed. It has good structure, feel great for the first few missions andthen it loses focus and gets pretty boring after about 6 hours.
It needed more tactics, feels pretty ham fisted TBH. The menus are not optimized, Positioning for units doesn't change their skills, no cross class. Global Skills break the game as opposed to unit centric skills.
I really wanted to like this game, but on a blind run I think I only struggled with one map and that's because at some point you have to bait the enemies with a squad because the AI will not move unless they can hit you but you can't reach them unless using a flying unit. 4+ groups of assassins waiting for you, which was the only problematic group for me to deal with, as long as you attack them it's cake, but if they ambush you its likely GG for that squad.
I think if they made a sequel with many improvements it could be a great concept.
Wow, your laptop is chugging. The game definitely runs smoother than it appears here.
Loyalty reduces the amount of capacity a character uses in a squad. OB is limited to 5 in a squad. This game allows more if your leader's leadership stat is high enough and loyalty helps improve that as well.
Okay, I played first two chapters and I gotta say – I never thought somebody should mix up Fire Emblem and Ogre Battle and now I see my mistake, this is awesome. The only thing I'm afraid of is the fact that this studio typically makes more classical FF-style RPGs – I really hope they'll stick with this style as they effing hit the mark!
And it's so dirt cheap I took entire discounted studio pack, I hope that if we support the studio now they take the hint they likely hit the niche.
I really enjoyed it — but maybe that's because everyone is super starved for any OB-likes
I like your fever dream description of the plot lmao. I feel like there could have been more done with that. Without spoiling things, it definitely feels like several plot events happen just because the game wants them to happen, whereas in a TO or OB type game, those would be choices that would drive to a different chapter.
(I put a suggestion for the dev to build a TO-style chaos frame from the surrender mechanic. Not sure if that'll ever happen, but it would make a looot more sense if plot events were tied to something like, "OK, the reason your character choose to do [REDACTED] is because you have not showed mercy to a single enemy unit up til this point."
I typically disregard indie games because they tend to be lazy and lack focus, but this actually looks pretty good. I'll be keeping an eye on it.
Thanks for being so active and keeping us going!
UPDATE: Started playing it today, and boy oh boy, is it hitting the spot. It feels like Tactics Ogre, Ogre Battle, Fire Emblem, and Heroes of Might & Magic had a beautiful baby. I've been glued to it for hours and I'm already formulating some setups for my next playthrough even though I just pretty much started. 😂 Kudos to the developers for actually having a vision and executing it.
UPDATE TO THE UPDATE: After finishing the prologue of the game and experiencing a major story event, all of the additional units and the items that I equipped them with are gone because the teams that the game provides you with to start are gone. I'd understand if the base units for each squad disappeared, but why the developers wouldn't throw the extras that you've added to each squad into reserves in order to preserve your time and energy investment is beyond me. Really makes me regret spending that much time fleshing out my teams because I have nothing to show for it now. Pretty peeved.
I really like the sprite art, the UI was a bit clunky in the demo but all I hear is good things so far, may pick it up later
Looks nice, probably won't find the time to play anytime soon, but I wouldn't be much of an OB fan if I didn't get this.
I get how the romances in newer Fire Emblems aren't for everyone, but in Awakening, female Robin marrying Chrom really adds something to the ending.
Nice catchy name 👍
I’m enjoying this game but have stopped playing until they update the UI and make permadeath optional (they said both will be addressed). The game is WAY too easy on default “captain” difficulty and requires almost no strategy or planning at all as the AI is dumb as bricks.
The overworld looks like Bahamut Lagoon.
Discovering the tutorial was the moment that I realized how much love the devs put into this game.
In terms of plot I think this game has some really good peaks. There is a particular stretch of chapters in the mid game that are really well written, and overall the game feels less “safe” than a gba fire emblem. Not sure how it compares to tactics ogre though.
I wasn't expecting such shade on polygon tactics at the end there
Shame that it was poorly executed. It has good structure, feel great for the first few missions andthen it loses focus and gets pretty boring after about 6 hours.
It needed more tactics, feels pretty ham fisted TBH.
The menus are not optimized, Positioning for units doesn't change their skills, no cross class. Global Skills break the game as opposed to unit centric skills.
I really wanted to like this game, but on a blind run I think I only struggled with one map and that's because at some point you have to bait the enemies with a squad because the AI will not move unless they can hit you but you can't reach them unless using a flying unit. 4+ groups of assassins waiting for you, which was the only problematic group for me to deal with, as long as you attack them it's cake, but if they ambush you its likely GG for that squad.
I think if they made a sequel with many improvements it could be a great concept.
coffee, as a fellow spear lover…you're breaking my heart with the triangle hate! looking forward to playing this one tho
Reminds me of Battle for Wesnoth.
Wow, your laptop is chugging. The game definitely runs smoother than it appears here.
Loyalty reduces the amount of capacity a character uses in a squad. OB is limited to 5 in a squad. This game allows more if your leader's leadership stat is high enough and loyalty helps improve that as well.
Bonus actions are based on morale.
Gameplay-wise.
I'll stick with Nipponichi's "Soul Nomad"
Okay, I played first two chapters and I gotta say – I never thought somebody should mix up Fire Emblem and Ogre Battle and now I see my mistake, this is awesome.
The only thing I'm afraid of is the fact that this studio typically makes more classical FF-style RPGs – I really hope they'll stick with this style as they effing hit the mark!
And it's so dirt cheap I took entire discounted studio pack, I hope that if we support the studio now they take the hint they likely hit the niche.
Saw this an hour ago on steam and my jaw dropped. Was never a big fire emblem guy but never disliked it really but ogre battle is life
if you are going to laugh into the mic then MOVE IT AWAY FROM YOUR MOUTH!
It having romance mechanics is a turn off for me.
Any chance you'll do a playthrough for us?
It looks like wargroove.
Wow a great recommend, I would have never found this game if it wasn't for you.
I really enjoyed it — but maybe that's because everyone is super starved for any OB-likes
I like your fever dream description of the plot lmao. I feel like there could have been more done with that. Without spoiling things, it definitely feels like several plot events happen just because the game wants them to happen, whereas in a TO or OB type game, those would be choices that would drive to a different chapter.
(I put a suggestion for the dev to build a TO-style chaos frame from the surrender mechanic. Not sure if that'll ever happen, but it would make a looot more sense if plot events were tied to something like, "OK, the reason your character choose to do [REDACTED] is because you have not showed mercy to a single enemy unit up til this point."