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Post by Bobinator on Nov 17, 2018 6:03:29 GMT -5
I'll make this quick. I'm thinking about picking up Steven Universe: Save the Light once it's cheaper on Steam. Partly due to the license, partly because it does a bunch of things I like to see in JRPGs. And on that note, I'm curious; how many games are out there that do these things that I'm about to list? I'd honestly be way more into the genre if these were more common, so if people know of any more, let me know.
1. Enemies are visible on the map, and can be retreated from and avoided. Bonus points if you can get in a surprise attack before the battle starts! 2. Combat is handled through various timing minigames for actions such as attacking, defending, and special skills. 3. Enemies will either stop appearing, will avoid the party, or will be much quicker to defeat if the party is stronger than the monsters in a region.
I'll accept anything that does even one of these things, but the more of these things a game does, the more into it I'll be.
Let me start off by listing the ones I'm already aware of that do these sort of things.
The Mother series The Mario RPGs Barkley Shut Up & Jam Gaiden The Penny Arcade RPGs, at least Episodes 1 & 2 Undertale/Deltarune The South Park RPGs (Gonna pass on these, not interested in the license) Cthulu Saves The World (Technically does #3, if only because every dungeon has a number of battles that can be reduced to 0.)
These aren't all of them, right? I'd really hope not. Anyway, thanks in advance!
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Post by dsparil on Nov 17, 2018 7:20:44 GMT -5
#1 is the most common, and I'm assuming you mean having a representation of the battle that can be avoided based on your examples. Stuff like FFXII and the Xenoblade games don't have a separate battle screen and everything takes place in the field. I'm also assuming you're excluding action RPGs since they generally don't have a separate screen either. That out of the way, a few examples are Shin Megami Tensei IV and IV: Apocalypse although the enemy is a generic blob, Dragon Quest VII on 3DS (but not PSX), Dragon Quest VIII on 3DS (but not PS2), Dragon Quest IX and Radiant Historia. #2 isn't super common. Honestly, the Mario & Luigi games are the premier example. Magical Starsign on DS uses timed taps to strengthen magic and to defend. The Yokai Watch games use little mini-games for special attacks (combat is automatic otherwise). The Xenoblade games do this in varying ways. #3 applies to everything since leveling will make you stronger than the monsters in a region Again, I think this depends on if you're excluding games without a separate battle screen as enemies in the Xenoblade games won't attack if you're above their level. Outside of that, all I can really think of is Superhero League of Hoboken which is a silly adventure/RPG for DOS and definitely isn't a jRPG although it does have Wizardry-esque battles so it's jRPG-esque in that way. Anyway, fighting enough battles in a sector of the main map will make battles stop appearing. Basically, the Xenoblade games are the only ones I can think of that do all 3 but again, everything takes place in the field.
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Post by starscream on Nov 17, 2018 7:25:25 GMT -5
1. Is probably a feature of a lot of games from the 32bit age onward, before it was rather uncommon. The SaGa series is known for this (it wasn't the case in the Final Fantasy Legend games though). Later, of the top of my head, Grandia and Valkryrie Profile had it.
Unlimited Saga and Valkryrie Profile may also qualify for 2. I don't quite remember the mechanics enough.
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Post by wyrdwad on Nov 17, 2018 9:35:08 GMT -5
Obviously, Chrono Trigger qualifies for #1 -- though along those same lines, so too does Cosmic Star Heroine, which also has a pretty unique battle system that may not qualify for your #2, but is somewhat reminiscent of that school of game design.
Another game that qualifies for #1 is Okage: Shadow King on PS2, which I believe you can download on PS3 and PS4 via PSN as well. Very, very underrated game IMHO.
And a Japanese game that qualifies for #1 and also #3 is PoPoRogue on PS1, the lesser-known middle PopoloCrois game between PopoloCrois 1 and 2. Enemies are visible on the map, and if your level is high enough, they will actively avoid you, and even run from you in battle (but keep any damage you've done to them, making it possible to chase them down and finish them off!).
As for #2, one game that absolutely qualifies -- assuming you're OK with Japanese games -- is the GBA title "Tomato Adventure." It's a lesser-known game that I really feel needs more attention, as it's really very unique and fun. And every battle is like a unique timing-based minigame, so it seems very much like the exact sort of game you're asking about.
There are a number of fairly well-known English-language games that qualify for your #2 condition, too. The Shadow Hearts series on PS2 is probably the big one, as all combat in those games is timing-based.
Same for the classic PS1 SquareSoft game Vagrant Story.
One lesser-known example, though, is the Atlus-released PS2 RPG "Tsugunai: Atonement." Combat is 100% timing-based, and the game is fairly unique as well -- you play as a spirit possessing townsfolk, whom you're then able to control in order to complete objectives to make their lives better.
-Tom
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Post by retr0gamer on Nov 17, 2018 9:46:59 GMT -5
If someone mentions Legend of Dragoon ignore them.
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Post by Weasel on Nov 17, 2018 11:29:53 GMT -5
Unlimited Saga and Valkryrie Profile may also qualify for 2. I don't quite remember the mechanics enough. Valkyrie Profile definitely qualifies, with the emphasis on timing your party's attacks in order to juggle-combo enemies, and also teaching your characters to dodge attacks.
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Post by Snake on Nov 17, 2018 11:32:40 GMT -5
Dragon Quest XI definitely has points 1 and 3 covered. Vast majority of the time, enemies don't even bother you. 80~90% of the time, you do not have to fight if you're not bumping into enemies. Or you can ride the horse, and just bulldoze over enemies without initiating a fight encounter. Once you're really strong, enemies that see you will try to run and then fade away.
It becomes very handy when all you want to do is just explore every inch of dungeon or terrain, or just want to run straight to the boss. It was quite genius in that aspect.
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Post by condroid on Nov 17, 2018 12:21:06 GMT -5
Ni No Kuni qualifies for #1 and #3
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Post by X-pert74 on Nov 17, 2018 15:29:19 GMT -5
I'll make this quick. I'm thinking about picking up Steven Universe: Save the Light once it's cheaper on Steam. Partly due to the license, partly because it does a bunch of things I like to see in JRPGs. And on that note, I'm curious; how many games are out there that do these things that I'm about to list? I'd honestly be way more into the genre if these were more common, so if people know of any more, let me know. 1. Enemies are visible on the map, and can be retreated from and avoided. Bonus points if you can get in a surprise attack before the battle starts! 2. Combat is handled through various timing minigames for actions such as attacking, defending, and special skills. 3. Enemies will either stop appearing, will avoid the party, or will be much quicker to defeat if the party is stronger than the monsters in a region. I'll accept anything that does even one of these things, but the more of these things a game does, the more into it I'll be. Let me start off by listing the ones I'm already aware of that do these sort of things. The Mother series The Mario RPGs Barkley Shut Up & Jam Gaiden The Penny Arcade RPGs, at least Episodes 1 & 2 Undertale/Deltarune The South Park RPGs (Gonna pass on these, not interested in the license) Cthulu Saves The World (Technically does #3, if only because every dungeon has a number of battles that can be reduced to 0.) These aren't all of them, right? I'd really hope not. Anyway, thanks in advance! One of my absolute favorite things evar, the Trails series (The Legend of Heroes: Trails in the Sky, The Legend of Heroes: Trails of Cold Steel, etc.) does both 1 and 3, but not 2. Finding RPGs that do 2 in particular is pretty difficult...
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Post by toei on Nov 17, 2018 16:45:27 GMT -5
If someone mentions Legend of Dragoon ignore them. LEGEND OF DRAGOON HAS TIMING ELEMENTS I WILL NOT BE SILENCED
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Post by Digitalnametag on Nov 17, 2018 19:16:01 GMT -5
Most modern JRPGs nowadays feature visible enemies on the map. In fact it is rarer to see something more retro like Octopath Traveler that doesn't. At least outside of straight up dungeon crawlers. Unfortunately combat systems based entirely around timing like the Mario titles are still exceedingly rare. A fantasy JRPG that took queues from those games could be awesome. Anyway here are my recommendations.
Tales of (Various Platforms) - All the modern ones feature visible enemies and have an action based combat system that you can combo with.
Exist Archive (PS4/Vita) - If you don't have access to the excellent Valkyrie Profile it's spiritual successor by the same developer is still a decent game. It uses most of the same systems but isn't quite the classic Profile is.
Atelier Series (Mostly PlayStation Platforms) - These Gust developed games all feature visible enemies and preemptive strikes. And if you are higher leveled when you hit the enemy they get destroyed and you get their loot! No timing elements in this one though.
Ar Tonelico II (PS2) - Another Gust developed series this one has some timing based mechanisms in the battle system. Enemy encounters are random but you have a gauge that shows approximately how many encounters are left in an area. Once the gauge is depleted fights won't trigger in the area until you leave it. The first one has the gauge as well but lacks any timing stuff.
Tokyo Mirage Sessions (Wii U) - The best Wii U game that nobody played meets your #1 and #3 requirements. Excellent game but the aesthetics aren't for everybody.
And now a terrible recommendation.
Sonic Chronicles: The Dark Brotherhood (DS) - Technically meets nearly all your requirements. It's just a really bad game. I do *not* accept responsibility for any ear bleeding the music and sound effects from this game may cause.
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Post by eatersthemanfool on Nov 17, 2018 22:52:02 GMT -5
I wanted to like Ni No Kuni so much but the battle system just put me right off. The game is absolutely gorgeous with top grade voice acting and tons and tons of little details and flavor but it is a pain to actually play.
Although, the way battles are handled might qualify it for #2. It's not really the Paper Mario system but it does have a unique and more involved/hands-on combat system than the standard jRPG formula. I didn't like it but you might. Some people do.
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Post by Bobinator on Nov 18, 2018 0:10:14 GMT -5
Obviously, Chrono Trigger qualifies for #1 -- though along those same lines, so too does Cosmic Star Heroine, which also has a pretty unique battle system that may not qualify for your #2, but is somewhat reminiscent of that school of game design. Oooh, I forgot Chrono Trigger. I never got around to finishing that one, I admit, but I did find it pretty decent. (Yeah, that seems like low praise for CT, I'm aware. I'm picky.) Never looked into Cosmic Star Heroine, though. I might put it on the wishlist. Is there a translation for Tomato Adventure? If not, I'm out, sorry. Sonic Chronicles: The Dark Brotherhood (DS) - Technically meets nearly all your requirements. It's just a really bad game. I do *not* accept responsibility for any ear bleeding the music and sound effects from this game may cause. I really wanted to like this one. The battle system seemed interesting, and to be honest, I'd say the writing still holds up. Just the actual game... well, yeah. Shame. Sonic deserves another RPG, just with somebody who's willing to put an actual budget on it. Thanks for all the suggestions so far! I'm honestly pretty surprised about Dragon Quest, to be honest -- it always struck me as one of those games that never bothered to evolve from 1986 and people generally preferred that. It wasn't a series I struck with much importance when it comes to "quality of life" stuff, so that's definitely a nice surprise.
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Post by Ace Whatever on Nov 18, 2018 4:20:33 GMT -5
If SRPGs count for you, Zone of the Enders: The Fist of Mars has a mechanic where in each encounter you can influence accuracy by tracking the moving enemy with a targeting reticle or dodging them during the defense phase.
Guardian's Crusade covers 1 & 3, though obviously you're in for a bit of grind for 3 to happen as you're mainly a 1 person party (1.75 if we're being generous) and the inventory system is kind of balls if you don't learn to properly manage it early on.
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Post by 1upsuper on Nov 18, 2018 5:17:02 GMT -5
Thanks for all the suggestions so far! I'm honestly pretty surprised about Dragon Quest, to be honest -- it always struck me as one of those games that never bothered to evolve from 1986 and people generally preferred that. It wasn't a series I struck with much importance when it comes to "quality of life" stuff, so that's definitely a nice surprise. Quite the contrary with regard to the bolded -- the series never suffered the chronic identity crises of its long-running peers that led to frequent reinventions, so DQ was able to focus on perfecting and honing its own formulas and systems, and certainly never shied from QoL improvements. The series moved on from menuing to use stairs pretty quickly. DQ XI is quite frankly the best new JRPG I've played in years and manages to appeal to both series veterans like myself and newcomers without sacrificing any of the integrity that makes it DQ.
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