âOh, I donât really like battles. I just play JRPGs for the story.â
Youâve probably heard something like that before, or wrote it, or thought it. There seems to be a general consensus, for better or for worse, that a Japanese RPGâs merits, if they exist at all, lie in its story and characters and overall charm. Not its combat, which is just something you do in between cut-scenes. That part is just a chore.
I am here to tell you that this belief is wrong.
Yes, JRPG battles can be a pain in the ass. Turn-based combat in a game like Dragon Quest IX really can feel like an obstacle, particularly when youâre grinding your way through a dungeon full of underpowered minions. In many Japanese RPGs, your strategy for random battles is to smash the attack button as many times as possible until you get to the victory music. These fights arenât necessarily fun on their own; theyâre blocks you have to leap over in order to get to the real meat of the game, the story. Your rewards for the combat grind are dialogue, cut-scenes, and pretty new places to see.
https://lastchance.cc/real-life-should-have-jrpg-victory-music-5905529%3C/a%3E%3C/p%3E
Of course this isnât true, and while I canât help but love a good Dragon Quest-style slugfest every once in a whileâthe rhythm of turn-based combat is relaxing in a certain monotonous wayâJRPG battles come in many shapes and sizes.
So letâs look at three totally different combat systems. Letâs pick them apart, figure out their strengths and their weaknesses, and determine what makes them work. Because JRPG combat is the best kind of combat.
Final Fantasy XIII
In the thirteenth Final Fantasy, battles are built around two main concepts. The first is that your characters all have classesâcalled Paradigmsâthat can be shifted at any time during battle. The second is that every enemy has a meterâcalled the Stagger gaugeâthat you have to gradually fill up by smacking that enemy with your weapons. Once the meter is filled up, that enemy will turn super weak for a while, and youâll be able to deal more damage than normally possible with your boomerangs and spears and rifles.
Different classes perform different roles; the Ravager Paradigm, for example, boosts Stagger very quickly, but the meter will rapidly decrease unless you use a Commando to keep it from falling. In order to fight, you have to balance them all.
Pros: The coolest thing about this system is that it allows for a lot of strategy. Stat and ailment spells, while superfluous in many RPGs, play a large part in battles here. Final Fantasy XIIIâs combat is never boring: you have to focus on switching classes, balancing abilities, and keeping your party healthy as your enemyâs Stagger meter ebbs and flows.
Cons: Paradigm-switching turns even the simplest battle into an exercise requiring attention and brain-power. This might seem like a good thing, but in a 50-hour game, there are times where youâll want to just plow through slow or boring sections of the world, but instead youâll have to stare at the screen and think
Final Fantasy XIII is also not very good at giving you cool things at a reasonable pace; it takes roughly 10 hours before you actually have the freedom to master the gameâs combat. Tutorials are important, and itâs essential for a game to teach us how to play by its rules, but many players will likely give up on FFXIII before they even see what they can do.
Verdict: This is a fascinating systemâthe idea of switching character classes mid-battle in order to open up new techniques and strategies is really interestingâand Iâd love to see developers tweak and refine it as time goes on.
Persona 4 Golden
Perhaps the closest this list will get to a âtraditionalâ turn-based system, Persona 4âs combat revolves around menus, turns, and your characters standing around while they wait to get hit. As you progress through the gameâs surreal, twisted TV World, youâll have to fight enemies called Shadows. There are many of these enemies, and you defeat them by entering a combat screen and commanding your characters to attack and cast spells on them. Most of these Shadows have elemental weaknesses that you can exploit with your spells in order to knock them down for a turn. When everyoneâs knocked down, your party can gang up and take a turn to do heavy damage to every baddie on the battlefield.
Pros: The elemental weakness system is like one big puzzle; thereâs something very satisfying about working your way from enemy to enemy and figuring out exactly which spell to cast on whom and when to cast it. The funny âEVERYONE ATTACK!â animation is a pleasant reward for your efforts.
Cons: Itâs a grind. This is a 60-hour game, filled with taxing boss battles that require you to keep your charactersâ experience levels up, which means youâll have to either 1) grind or 2) fight every monster in every dungeon to keep up. Somewhat alleviating this is the âauto-attackâ function, which speeds up battles and tells your characters to keep attacking until someoneâs dead.
Persona 4 also immediately slaps you with a Game Over if your main character dies, which is cruel and unusual punishment in a game full of insta-death attacks and randomly-powerful enemies. Not cool.
Verdict: Persona 4âs battlesâparticularly its boss battlesârequire a great deal of strategy, but that strategy often involves finding a routine and sticking with it. Defense buffs on your first turn; spells on your second turn; attacks on your third turn; rinse, repeat. Itâs easy to burn out, and many fights are way longer than they need to be.
The Legend of Heroes: Trails in the Sky
Longtime readers of Random Encounters are undoubtedly familiar with my love for Trails in the Sky, which I recently started replaying (after buying a second time just to have on my Vita, in convenient digital form). I love the characters, I love the world, and I love the music. But Trails in the Sky also excels at making battles feel like they really matter.
https://lastchance.cc/the-jazziest-jrpg-battle-music-its-so-jazzy-5901549%3C/a%3E%3C/p%3E
Pros: Trails feels very kitchen-sinky, in that itâs stuffed with all sorts of neat abilities and you have to sift through them to find the best one for any given situation. For some challenging fights, youâll have to make tough decisions: do you want to use one of your characterâs Crafts right away, or let them charge up their energy for a game-changing uber-powerful ability later on? Strategy!
Cons: Like Persona 4, Trails can drag you down and burn you out. There are a few too many monsters to fight, a few too many paths youâll have to visit and revisit over and over again. Even the best battle systems can drain your patience when you have to fight through them too many times.
Verdict: Other than the grind, there are few things unappealing about the combat system in Trails, which might be why Iâm so in love with this game. Every piece of the puzzle fits together perfectly.
It is easy to say that combat in Japanese RPGs is lame and uninteresting. Itâs easy to generalize and sweep the entire genre under the âOBSOLETEâ rug because you think that every JRPG is filled with the same turn-based combat system.
https://lastchance.cc/no-jrpgs-are-not-stale-old-fashioned-archaic-obsole-5899489%3C/a%3E%3C/p%3E
You know whatâs more fun? Actually playing them.
Random Encounters is a weekly column dedicated to all things JRPG. It runs every Friday at 3pm ET.