Game Name: Ogre Battle 64: Person of Lordly Caliber
System: Nintendo 64
Developer: Atlus
Genre: Strategy RPG
ESRB: [T] Teen

Rankings

Appearance: 9/10
In a game as massive as Ogre Battle 64: Person of Lordly Caliber, nobody could have done a better job in making a game with such beautiful character models and breathtaking views. For it's time, the game was a masterpiece as it took advantage of every pixel the 64-bit engine could give it. The colors are crisp and sharp, and there is a clear contrast between each character type. Even minute details can be clearly seen, such as the contrast between skin, cloths, armors, and weapons. The only "problem" might there were no drawn mouths or noses. This, however, was a characteristic of many games, especially RPGs, at the time.

Audio: 8/10
The soundtrack is no slouch. The audio can make or break the game (in some instances), and this game has the audio to really move it along. It's nice to listen to and can really express the mood that's needed. It's also interesting to note that the sound of flapping wings or footsteps was something new and could be heard if one paid enough attention. These minor details and other attentions to detail really make the game stand out.

Physics: N/A

Game Play: 9/10
I'll put this as simply and as plainly as I can. This game is hard and has a steep learning curve! That said, true gamers will not shy from this game. The greatness of this game lies in its story and game play. The simple truth is that every choice made in this game is tactical and vital to the outcome. There are five endings to this game, but that will be discussed later. Because of how integral game play is to story and replay, there will be certain aspects spoken of many times in overlay.

This game is based wholly on the idea of strategy. There isn't a single move in the game that should be made without some consideration of the consequences or what is to come. There is a way to breeze through the game, but that leaves no justice to the game or feeling of accomplishment. An example of tactic mindedness is how to approach a given enemy. Should you rely on your troops wiping the enemy out or count on pinpoint precision to weaken the structure of the enemy? Should you give chase or fall back and give your troops rest? Should I try persuading the enemy to my cause or just eliminate this enemy here and now? Should I attack head-on or try a flanking maneuver? These questions don't even get into every detail of just offense/defense strategy! There's still troop movement, troop placement, class advancement, city capture, squad choices, and even equipment choices!

The game play, by itself, is as deep and involving as the story. Every choice made in game play can and will have an effect on the unfolding of the story. An example might be in how you handle a request from an enemy force. They may want to be diplomatic, and your choice could effect what route you can take! If you accept diplomacy, you may be choosing between two excellent allies or altogether cut out the possibility of certain story elements. This may be negligible or it may be detrimental. It may also be the key to getting the best out of the story. It's difficult to see where a choice may lead until it is much, much too late.

Now to some individual aspects of battle. There are several things to keep in mind when building troops. There are only certain classes capable of being leaders or squad captains. A squad captain is the single most valuable character you have! However, building one takes time and patience. The lowest of all classes can be built into a mighty and powerful warrior, capable of dealing devastating blows and crippling the enemy. That same class, however, can also grow to become an inseparable ally capable of healing even the most grievous of wounds. There are even some classes capable of casting the most powerful, field-clearing spells! It's all in how the character is raised. This lowest class is also vital in creating squad captains. Almost all story-characters become squad captains automatically due to the course of events. All other characters can only become squad captain material if they can raise a certain number of grunts to real soldier status.

In other words, the army can be made stronger through carefully raising squad captains. Why? The requirements of the squad captain require that more troops be raised. The more troops that are raised increase the chances of an exceptional unit being created. These units can be placed into formations that are most beneficial to either formation or the army as a whole. It's often a good idea to have a good mix of classes, a complimentary force can easily survive on its own without support for long periods of time. A complimentary force can usually clear a map of all forces, not that this is something that should ever be done.

There's simply so much going on that every last detail of game play is really impossible to go into! It's best to explore everything, and then all that can be seen.

Story: 9/10
From the moment you answer questions at the very beginning of the game, you can tell this game is going to be different. Your every choice beings some kind of consequence. There is an overall flow of the game, and there are certain elements that remain the same no matter what choices you make. That's not to say that some parts have multiple scripts they can follow. The type of person the main character is determines how the key elements play out. This is where things get interesting. The main character can follow choice paths exactly how you might or completely the opposite how you might. The main character is...you! You decide as much about the main character as could possibly be in this type of game. You pick the name. You pick the answers to the personality questions. You build the army. You choose what classes to use and when.

Then there are the story characters. These are the people who will be around the main character (you) and be affected by how you handle things. They will learn and grow how to be the best they can be based on your actions, and many of them are willing to follow you to any end you lead them into. That includes the mutiny you conspire against the Empire. That's not to say the decisions are always easy or lead to the same outcome. You have two very important characters that can chose what they want to be to you. The gal can become an obvious love interest or somebody that merely has a loyalty to you. The guy can become your best friend or greatest rival. That's not even getting into the main character's past!

The main character (you) is best friends with the prince and son of said prince's personal guard. The desire to become stronger and protect the princes drives you to the military academy. How will you use this training? What happens to your loyalties, friendships, bonds, and trusts once you defect? Then there's the point of the people you must see in your travels. There are important people you have the chance of meeting, based on certain criteria, that can join you army...if the conditions are right. There is one very important condition that is cleverly hidden. That is your Chaos level. A high score means that good guys are more likely to want to gather around you. A low score means that more villainous persons want to follow your path of destruction. Your path; you choose. Choose wisely!

Multiplayer: N/A

Replay: 9/10
There are five endings you can come across playing this game, not including the Game Over screen. These endings are based on your Chaos level and are divided into scores. These are the F, D, C, B, and A endings. Your decisions are vital to these endings. They are based on who you were diplomatic with, who you killed, and which path(s) you took. There is no "best" way to do anything. The idea is to come back and do it the way you think will be the best effort. Do you want this person or that person? Do you like this battle or that battle? Can I stop them from sabotaging this so I can use it later? Can I get this item? Can I get this class?

Extras: 8/10
There are tons of classes, equipments, and secrets to be had. There are little easter eggs hidden throughout the game, and some are not so obvious. One of the greatest is the birthday sequence for the main character. There's also the ability to go out and gather more troops, including special characters and beasts. The ability to persuade some enemies while on the front lines is a great add-on. The ability to create undead warriors can be a welcome sight or a burden on Chaos. The law/chaos scale is absolutely vital for figuring out who's best to send out where. The Elemental Pedra are great battle-ending techniques. There's so much to do and explore it's almost impossible to try to talk about them!

A hint on towns. A good match of law/chaos to morale means liberation. A bad match means capture. Try liberating as many towns as possible!

Overall: 9/10
There are hardly any games on the N64 better than Ogre Battle 64: Person of Lordly Caliber. It has so much going on and there is so much to do that it may be impossible to fully express everything. It's even a bit confusing to try! It's definitely a game that can enthrall for hours, and the final time tally may be anywhere from 30 (usually a very sloppy job) to 90-plus hours! You can spend so much time trying to do everything perfectly that you commit one mistake in a level, scream, "No!", and reset. Yes. It's happened to me...