It really break my heart to see Tactics Ogre: Reborn with a mostly positive rating as I think that this remake looks and sound so good and is very fun to play, but it makes sense seeing how many controversial decisions it takes and yet still have some major flaws. I enjoyed my time with this remake because I truly felt that I explore gaming's anthology even though it is quite different from the SNES version. While I think its spiritual successor Final Fantasy Tactics is better in every way, Tactics Ogre: Reborn is great.
First, I would like to give my opinion on some of the game's more controversial mechanics:
Union level: The designers decided to remove from the player's hand the ultimate way to force their way by removing level grinding. I understand why so many people hate this, but I really think it helps the game more that it hinders it. The game is at its peak when it is difficult and the union level assure that. Plus, it will make sure that you get the most out of Denam's Lord class' great stat growth.
Level sync: After beating the game, you will be able to use the World Tarot and complete every other routes. The game will level sync your team to the union level at the point the story and stat sync your equipment as well to make the never done before battles challenging. Well, in theory. I honestly don't know why they bothered, because it really does not work. You will have access to many thing you normally wouldn't and you will break the game regardless. Weapon stats are synced, but weapon skills are not, so that +5 spell range and the MP charge ability from the elemental wands still works and are huge advantages. Class skills are not sync so you will have access to Meditate VI while your enemies are stuck with the version II. The Lord and White Knight classes don't need levels to break the game. So, if you think that level sync will make going back and completing everything a chore, it just can't.
Buff cards: The blue and red cards that spawn while the two teams are duking it out. It makes sense to introduce this mechanic as turtling is too strong in this game. Not moving allow you to act faster and will guarantee that AOE healing spell will always heal most of the party, which would make casters and fliers the only threatening pieces on the board. I tried to ignore them at first to not compromise my team's positioning, but they are too good to pass up. They really make to game more fun by making battles more unpredictable. A great strategy is to turn Canopus into a card hunter and then have him wipe the board with either steel or spell depending on which card he could collect. I agree it looks bad at first blush as it clutter the field, but you will get use to it.
Now, some thing I actually don't like:
Limited spell selection: Your caster can only have four spells at all time. I don't like this at all. They are so many spell in this game, yet I am forced to only take the must have, meaning situational spell cannot be in my spell selection. And the late game spells cost so much MP. Whatever spell book I have when I enter the battlefield will be compromised. I honestly think that spell casters are the best units in the game, so I get it, but I don't like it.
Grindy: Everything you do in this game takes forever. Which is why I guess you see so many guide on how to create the perfect automated team. My understanding is that the deadlier SNES version was more expedient (and more frustrating due to the deadliness). Post game is gruelling and not worth pursuing as the grind goes from annoying to unbearable.
Too many pointless battles: It made sense back in the SNES version because you had to build the alignment of your units, but some fights serves no purposes anymore and waste your time. Plus, you will lose a bunch experience gain because of the Union Level as there are so many battles and this is never fun. At least random battles from the PSP version were removed.
Next, if you are like me, you are suspicious anytime you see that a game as a 'good story'. Well, Tactics Ogre, is a prime example of that as the story and the story telling are both quite lacking. The game rely way too much on messengers arriving just at the right time during a strategy meeting and the number of time Denam will say 'Wait, character name!' is eye rolling. As for the story itself, it is hard to take it seriously because it lacks any good characters:
Denam is always cardboard and neutral Denam is worst Denam as the choices leading him there makes him a hypocrite.
Catiua, no matter how virtuous Denam is, will desert the squad beginning chapter 3 and becomes 'evil' comically fast. It only makes sense in the Neutral route where Denam reveal himself as a hypocrite. It makes no sense what so ever on the Chaos route where Denam does not do any war crimes, stay firm in his belief and make every decision with her consent.
Vyce will always turn on Denam at the end of chapter 1. If you take the chaotic good decision, he will become an insane war criminal and will vow to destroy Denam no matter what for not agreeing to do a war crime. If you take the lawful evil choice, he will reject and rebuke Denam for being an evil war criminal. It is shocking on how much this character only stand for on being Denam's rival. Like an opposition complex cranked up to the max.
Sir Leonar is clearly an evil war criminal and will even try to kill Denam in every routes. Yet Denam loves him and sees him a good man. I, on the other hand, am always glad to see him die.
Lady Ravness is a new character from the PSP version and a big Mary Sue that bring nothing but being an echo of Agrias from Final Fantasy Tactics. Make sure to recruit her though as she can be turned into an overpowered White Knight.
The only element that is good with the story is the narrative in the player's mind with that little squad of yours. It's like Fire Emblem. The granularity of the character management and on the battlefield create a story in itself. For example, Hobyrim is such a bro. I don't care about his generic backstory, but with his healing dance he saved my ass so many times. And whenever he swings his katana, I know he will deal big damage, so I can rely on him to kill key target fast.
Also, the Chaos route is too convenient, seeing on how Denam can do everything the story requires to get to chapter 4, where every routes converge, without Duke Romney's support. It undermines the theme that being lawful to a fault is a necessary evil to get anything done because you need help from the aristocrats and the powerful. Guess some ill-equipped rebels are just as good as a force as the might of a whole country.
Final Fantasy Tactics will makes a lot of key refinement the Tactics Ogre story formula to actually make it good. The major one I see is to do away with the branching paths and have a chaotic Denam (Ramza) and a lawful Denam (Delita) at the same time. This way, the story can explore the law/chaos dichotomy without having to spread itself in multiple paths.
Finally, the remade music is great! Much better then the PSP's and about as good as the SNES's original tracks if not a little better. The English voice acting is pretty bad, but the Japanese one is good and I recommend it instead.