Turn-based JRPGs were more or less the same for several years.Dragon QuestandFinal Fantasywere the trendsetters in the 80s but even they eventually got stuck in a comfortable place. Players could gather party members and then jump into literal turn-based battles using menus against monsters and human villains.
Even to this day, a lot of JRPGs follow this formula for better or worse. Then some got a little weird and innovative with the concept over time. These JRPG examples should be played for anyone who missed out on them initially. They will offer turn-based fans something familiar but different at the same time.
Bravely Default 2improved on a lot of what came before while also not shaking the boat too much. Players are given four heroes to work with and they canchange between an assortment of Jobsincluding various mages and warriors. Skills learned in these Jobs can be linked to others so that players can cross-class characters and create a powerful party. The turn-based gameplay itself has a twist too via the Brave or Default system. Players can build up points to get extra turns or hang back and build up said points while going into a defensive stance.
7Chrono Trigger
Using Characters To Trigger Stylish Combos
Chrono Triggerwas a leap forward in many ways for turn-basedRPGs on the SNES. Instead of random battles, players could run into monsters in the field to create dynamic battle arenas. During battle, combat flowed better because all of the actions were quick from magic attacks to weapon-based skills.
The coolest part of the battle system was the dual and triple attacks. Two or three characters could combine their skills to create new ones. For example, Lucca could add fire to Crono’s sword spin attack to create a devastating fire cyclone which would cause more damage.
Dragon Quest 9: Sentinels of the Starry Skywas the first mainlineDragon Questgame to include co-op. Players could create their character and then venture off into small open zones to fight monsters in traditional turn-based combat. These battles would get more interesting once the class system was involved called Vocations.
LikeBravely Default, players could create a stronger party by giving skills from one Vocation to another. The co-op system and island-sharing mechanic also added some additional flavor to make the game feel almost like a never-ending MMO.
Mario & Luigi: Superstar Sagawas the first game in the RPG spinoff franchise that starred just the two brothers. Like the previous entries, the combat was turn-based but it was also active. Mario was assigned to the A button while Luigi was given the B button.
Both brothers could attack and dodge enemies with these two buttons, creating some dynamic situations in battle. It made everything more engaging and theRPGMariospinoffsoverall are a class above other traditional turn-based systems out there.
ThePokemonserieshas mostly been the same since the Game Boy days which is not bad. The idea of catching monsters that look and behave differently is great for a turn-based RPG and many developers have copied the formula.
Pokemon Legends: Arceusis the first game in what seemed like ages to reinvent some things. It was still all about catching and collecting Pokemon for battle. The big difference was that players could throw Pokeballs without battling and the combat itself felt more freeing since it was staged in an open area rather than an instanced arena.
Resonance of Fateis a hard game to master but one where combat looks cool. It follows three mercenaries who take on jobs around town from rescuing peopleto stopping mobsters. Battles are staged in big areas and every character has a gun.
Players need to triangulate where one hero fires from to combo it with another to create a chain of bullets. It sounds easy on paper but it’s hard to pull off. Those who master this system can create some battle scenes reminiscent ofThe Matrix.
Wild Arms 3has a similar gunkata feel to the combat system inResonance of Fatebut it is easier to understand. TheWild Armsseries usually has a Western vibe to it but this one comes the closest to creating something akin to a JapaneseRed Dead Redemption. Battles are randomized and all four characters have guns. Said guns must be reloaded upon use and battles aren’t always waged on foot either as there are some on horseback too. The pressure of taking down enemies quickly while having to stress about bullets can help players feel like they really are inthe Old West.
There are many great turn-based systems in theFinal Fantasyseries butWorld of Final Fantasyhas to be seen to be believed. It’s a monster-catching clone like Pokemon with a twist. Instead of the heroes throwing monsters to fight for them, they join in too.
Also, all of their monsters are balanced on top of their head for some reason and players can get boosts for the way monsters are stacked. Bigger monsters can be ridden, creating a different dynamic in battle. It’s an odd combat system to be sure but solid nonetheless and adorable too.