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In a 1995 interview with the game's director Yasumi Matsuno, found within the Dengeki SFC magazine, he clarified that the game was a part of the Ogre Battle series, but it was not a direct sequel to Ogre Battle: The March of the Black Queen. The games' world and environments are shared, but the gameplay systems are completely dissimilar. When asked why the gameplay system was changed, he responded:
"First off, after we finished the Ogre Battle development, we determined that doing another 3D real-time simulation game for the Super Famicom was going to be difficult. There is a special chip now for the SFC that offers more possibilities, but it’s also very expensive to use [this could be referring to the Super FX chip]. Therefore, we abandoned the idea of doing another, powered-up version of Ogre Battle, and instead decided to develop a brand new system."
"Another reason was that we actually started the planning for Tactics Ogre three months before the release of Ogre Battle. To decide on a direct sequel then would have been pointless if Ogre Battle didn’t sell well, and we didn’t have any confidence that it would. Ultimately it was very popular, so we carried over just the world and setting."
"Also, in Ogre Battle the units moved in real-time, which meant you couldn’t take your time and plan out a strategy. For us, this was a big point we wanted to improve on. From the beginning of the Tactics Ogre development, therefore, we never saw real-time as an option."
"First off, after we finished the Ogre Battle development, we determined that doing another 3D real-time simulation game for the Super Famicom was going to be difficult. There is a special chip now for the SFC that offers more possibilities, but it’s also very expensive to use [this could be referring to the Super FX chip]. Therefore, we abandoned the idea of doing another, powered-up version of Ogre Battle, and instead decided to develop a brand new system."
"Another reason was that we actually started the planning for Tactics Ogre three months before the release of Ogre Battle. To decide on a direct sequel then would have been pointless if Ogre Battle didn’t sell well, and we didn’t have any confidence that it would. Ultimately it was very popular, so we carried over just the world and setting."
"Also, in Ogre Battle the units moved in real-time, which meant you couldn’t take your time and plan out a strategy. For us, this was a big point we wanted to improve on. From the beginning of the Tactics Ogre development, therefore, we never saw real-time as an option."
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