Main game
3.68 average rating based on 123 ratings
It is really hard for me to rate this game. On the one hand, I spent tens of hours completing every stage, finding every hidden item and town, getting every secret character, and building an unstoppable army of liches, princesses and angels. On the other hand, I don't think I would've spent more than a few hours on it if I wasn't meticulously following a guide.
Ogre Battle: March of the Black Queen is at it's best when you are planning out your next battle. Managing resources, deciding which units are eligible to take part, which units are in danger of being overleveled, and how those units are constructed is a lot of fun. There are countless ways to play this game and no two playthroughs are likely to be the same. These aspects are so good, in fact, that I had to limit myself to doing one map per night, otherwise I'm certain that by now I would have a sizable amount of sleep debt to pay off.
The caveat is that without a guide the games mechanics remain so obtuse that it is easy to miss out on key pieces of information if you are playing through it …
It is really hard for me to rate this game. On the one hand, I spent tens of hours completing every stage, finding every hidden item and town, getting every secret character, and building an unstoppable army of liches, princesses and angels. On the other hand, I don't think I would've spent more than a few hours on it if I wasn't meticulously following a guide.
Ogre Battle: March of the Black Queen is at it's best when you are planning out your next battle. Managing resources, deciding which units are eligible to take part, which units are in danger of being overleveled, and how those units are constructed is a lot of fun. There are countless ways to play this game and no two playthroughs are likely to be the same. These aspects are so good, in fact, that I had to limit myself to doing one map per night, otherwise I'm certain that by now I would have a sizable amount of sleep debt to pay off.
The caveat is that without a guide the games mechanics remain so obtuse that it is easy to miss out on key pieces of information if you are playing through it blind. The reputation, alignment, and charisma systems are vital to know if you want the best ending and to upgrade your classes to keep up with the difficulty slope. Save scumming is practically required if you are attempting to figure out on your own how to recruit the special (overpowered) characters, and even then the battles are so long that you'll still spend hours replaying the maps.
However, if you don't mind following a guide, even if you use one just to figure out the class systems while ignoring everything else, there is a lot of fun to be had here. I found myself spending time before bed reading up on the next map so that I could start planning out what units to use and how to construct them to maintain optimal reputation and alignment.
I didn't know what rating I'd give Ogre Battle: MOB when I started writing this review, but the more I think about it the more I realize how well I vibed with this game despite its flaws. Give it a try (with a guide!) if you want to experience a foundational strategy RPG.

Gameplay, Story and Value:

Ogre Battle is branded as a tactical RPG, but honestly I have a hard time labeling it as such. Any RPG elements are extremely light, if even existent, and the tactical portion of the game feels extremely passive.
When you first start playing you're asked to answer a series of questions meant to define what kind of leader you are. Over the course of this questionnaire you'll acquire various Tarot Cards which can later be used in combat for different effects. After that you'll start your first mission.
During this "tutorial" mission you'll learn that the world is under the control of an evil empire and only you can stop him because reasons. The story itself is incredibly vague and generic, barely existent really. Over the course of the light tutorial you'll learn how to move and deploy units, liberate towns and temples and finally engage in a single round of combat against an old man.

Before each mission you're able to customize your squads, of which you are given nine. Squads consist of up to five small units, three small units and one large unit, or two large units and one small unit. Depending on …

Gameplay, Story and Value:

Ogre Battle is branded as a tactical RPG, but honestly I have a hard time labeling it as such. Any RPG elements are extremely light, if even existent, and the tactical portion of the game feels extremely passive.
When you first start playing you're asked to answer a series of questions meant to define what kind of leader you are. Over the course of this questionnaire you'll acquire various Tarot Cards which can later be used in combat for different effects. After that you'll start your first mission.
During this "tutorial" mission you'll learn that the world is under the control of an evil empire and only you can stop him because reasons. The story itself is incredibly vague and generic, barely existent really. Over the course of the light tutorial you'll learn how to move and deploy units, liberate towns and temples and finally engage in a single round of combat against an old man.

Before each mission you're able to customize your squads, of which you are given nine. Squads consist of up to five small units, three small units and one large unit, or two large units and one small unit. Depending on what units are in a squad, that squad will gain movement and combat advantages on certain types of terrain.
The problem is that any information that isn't obvious is completely cryptic. The meaning behind many stats, how units interact with each other within a squad, how leadership and alliance works, effects from items, effects from Tarot Cards, which units get priority in determining a squad's movement bonus... All of these mechanics are left thoroughly unexplained.
Squads are formed and you're ready jump into the "battle" portion of Ogre Battle, right? Well not so fast. Ogre Battle doesn't quite play like a traditional tactics game in that there are no tiles, movement ranges or turns. It runs in real time, but isn't quite a real time strategy game either. The closest genre I think I could apply to Ogre Battle on the SNES is "Weird Tower Defense Game". Think GrimGrimoire only less good.

Squads are deployed and sent to a targeted destination. If this destination is a town or temple, they'll liberate it which earns you a tarot card along with other perks like being able to shop or recruit new units. Recruiting units is awkward in the sense that you can only recruit a unit is your squad has room for it, but you'd be hurting yourself by not having a full squad which means I generally was unable to recruit units...
Once your squad comes in contact with an enemy squad you'll do battle. Normally, in a game like this, combat would play out in one of two ways: Either both squads attack each other until one dies, or each squad gets one attack and all surviving units wait for their next chance to act. Instead, combat will simply end after either a certain amount of time has passed or, more likely, a certain amount of damage has been dealt, after that a winner will be decided. This means a few things. First, battles end seemingly randomly. Your only real ability to interact in battles comes in the form of activating Tarot Cards for various effects, and if you don't actually know when a battle is going to end, it's impossible to decided whether a card should actually be used.
The next issue is when it comes to actually determining who has won a battle. Even if your entire squad is left alive and you've taken out the opposing squad leader, you can still LOSE the battle in the event the enemy got more damage off on you over the course of the skirmish!
Presentation, Music and Sound:

Despite the frequent information overload, the menus in the game are all neat, clean and pleasant to look at. It's easy to quickly find any information you may be looking for which helps things run fairly smoothly. The combat graphics are very nice, which all the sprites looking great and having some solid animation. Where I feel things suffer visually is when you're actually on the world map.
Units and squads are represented by silver and gold tokens, almost like something out of a board game. These tokens aren't particularly informative, and I really just don't like the way they look in the field. Even the field itself uses this weird light Mode-7 effect which just makes everything look all the more out of place.
Music is fine and suits the atmosphere well enough, though nothing really stands out about it. Sound is good as well with a few digitized samples thrown in for various events.
Afterthoughts:

I first started getting into JRPG's in the mid-late 90's with Final Fantasy II and III, then Breath of Fire, and for a while that was basically it. That would eventually change when my friends and I really started dabbling in emulators, opening up a whole world of otherwise inaccessible games. Of course this meant there was research to be done if we were to know which games to start hunting for, and Ogre Battle was always one of those games that would come up in conversation. "Oh, you haven't played Ogre Battle?", we'd say, "Well you should, it's a classic!", we'd say... having never actually played it of course.
It's always bothered me that I've never really played any of the games in this series up until now, and my expectations make my actual experience all the more disappointing. I can see how, for its time, this would have madethe perfect kind of game for a certain type of person, but for me it just fell flat.
Review:

Gameplay:
Finally beat this. I managed my reputation this time and managed to get the emperor ending.
I started playing this game on the SNES, but ended up with a campaign where my reputation was 0 because I was like "ah, if I want to win all these battles, I'll just stack my leader's group and have them win all the fights". This won't work well if you want to receive a good ending since the game doesn't really tell you that doing lots of killing will tank a character's alignment. I'm playing the Saturn version now which has nice QoL in that it actually tells you what is happening to your characters' stats as you are playing. So, if a kill they get raises or lowers alignment or charisma, then you'll know. Doing better now, key is to often keep your leader out of battle as much as possible so he doesn't get overleveled and alignment doesn't get too low, but you can also end up with bad luck with your tarot card draws. Like I just had to restart the battle for Shangrila because I drew a World then a Tower card and then enemy parties avoided my front line and I had to bring my leader into battle to hold them off. His reputation …
Read MoreI started playing this game on the SNES, but ended up with a campaign where my reputation was 0 because I was like "ah, if I want to win all these battles, I'll just stack my leader's group and have them win all the fights". This won't work well if you want to receive a good ending since the game doesn't really tell you that doing lots of killing will tank a character's alignment. I'm playing the Saturn version now which has nice QoL in that it actually tells you what is happening to your characters' stats as you are playing. So, if a kill they get raises or lowers alignment or charisma, then you'll know. Doing better now, key is to often keep your leader out of battle as much as possible so he doesn't get overleveled and alignment doesn't get too low, but you can also end up with bad luck with your tarot card draws. Like I just had to restart the battle for Shangrila because I drew a World then a Tower card and then enemy parties avoided my front line and I had to bring my leader into battle to hold them off. His reputation went from 85 all the way down to 64 with the -2 pts from the Tower card and getting 3 kills in the fights he was forced into. I know I'm going to need him at least at 75 for a few parts coming up.
Read Less
Picked this back up after a couple years off. I think I just have to accept I’m not any good at it. The last map took me over an hour to beat. Because I leveled up enough to not get wiped out (sometimes) and have crappy luck with pulling tarot cards, the world hates me and don’t want to join my cause. I’m pretty sure there are multiple endings depending on reputation so I’m just prepared for the worst one and to be done with it, I don’t see a replay in my future.
I know this was heavily hyped, am I missing something or is it just the haze of nostalgia?
Ogre Battle was always one of those highly regarded SNES games that I never got the chance to play, but constantly heard great things about. As such, I was really excited to finally slam it into my Super Nintendo and get to playing. After spending some time with it, I'm teetering between to possible conclusions:
I'm okay with a game telling me, "Here, YOU figure it out!" but I don't feel like any effort I put into learning how this game works, or even how it plays, is really paying off. Maybe some light reading and another night will help...
These mechanics are not really my cup of tea I figured...
I miss a grid navigation for the squads in the map, I miss taking direct control over units in battle and I miss the turn-based approach.