Turn-based JRPGs have been more or less the same for several years. Dragon Quest And Final Fantasy were the trendsetters in the 80s, but even they eventually got stuck in their comfort zone. Players could assemble party members and then use menus to jump into literal turn-based battles against monsters and human villains.
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Many JRPGs today still follow this formula, for better or for worse. Then, over time, some got a little weirder and more innovative with the concept. These JRPG examples should be played by anyone who missed them at first. They offer turn-based fans something familiar yet different at the same time.
8 Bravely Default 2
Cross-classing between jobs for the ultimate party
Bravely Default 2 improved on much of what came before without making too much of a splash. Players have four heroes at their disposal and can switch between a number of jobs, including various mages and warriors. Skills learned in these jobs can be linked with others, allowing players to use characters across classes and form a powerful party. The turn-based gameplay itself also has a twist, with the Brave or Default system. Players can earn points to gain extra turns, or hold back and earn those points while taking a defensive stance.
7 Chrono trigger
Using characters to trigger stylish combos
Chrono trigger was a major step forward for turn-based RPGs on the SNES in many ways. Instead of random battles, players could encounter monsters in the field, creating dynamic battle arenas. During battle, combat was more fluid, as all actions from magical attacks to weapon-based abilities were quick.
The coolest part of the battle system was the double 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 that did even more damage.
6 Dragon Quest 9: Guardians of the Starry Sky
Dominate the battlefield in co-op mode
Dragon Quest 9: Guardians of the Starry Sky was the first main line Dragon Quest Game with co-op functionality. Players could create their character and then venture into small open zones to fight monsters in traditional turn-based battles. These battles became even more interesting when the class system called “vocations” was added.
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How Brave StandardPlayers could form a stronger party by transferring skills from one profession to another. The co-op system and island sharing mechanics added extra spice and made the game feel almost like a never-ending MMO.
5 Mario & Luigi: Superstar Saga
Two brothers give everything they have
Mario & Luigi: Superstar Saga
- Released
- 17 November 2003
- developer
- AlphaDream
Mario & Luigi: Superstar Saga was the first game in the RPG spin-off series in which only the two brothers played the main roles. As in the previous parts, the combat was turn-based, but also active. Mario was assigned the A button, while Luigi was given the B button.
Both brothers could attack and dodge enemies with these two buttons, which led to dynamic situations in battle. It made everything more exciting and the RPG Mario Overall, spinoffs are a class above other traditional turn-based systems on the market.
4 Pokémon Legends: Arceus
A further development of the franchise
The Pokemon The series has stayed mostly the same since the Game Boy days, which isn’t a bad thing. The idea of catching monsters that look and behave differently is great for a turn-based RPG, and many developers have copied the formula.
Pokémon Legends: Arceus is the first game in what feels like forever to reinvent some things. It was still about catching and collecting Pokémon for battle. The big difference was that players could throw Poké Balls without battling, and the battle itself felt more free-form since it took place in an open area rather than an instanced arena.
3 Resonance of Fate
Use Gunkata for mercenary work
Resonance of Fate
- Released
- 28 January 2010
- developer
- Tri-Ass
Resonance of Fate is a difficult game, but one where the combat looks cool. It’s about three mercenaries who take on tasks around the city, from rescuing people to stopping gangsters. The battles take place in large areas and each character has a weapon.
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Players must triangulate where a hero is firing from in order to combine it with another and create a bullet chain. This sounds simple on paper, but it is difficult to implement. Those who master this system can create some fight scenes that are reminiscent of The Matrix.
2 Wild Arms 3
A shootout in the Wild West with Japanese flair
Wild Arms 3
- Released
- 15 October 2002
- developer
- Media vision
Wild Arms 3 has a similar Gunkata feel to the combat system in Resonance of Fate but it is easier to understand. The Wild Arms Series usually have a western atmosphere, but this one is closest to what a Japanese Red Dead Redemption. Battles are random and all four characters have weapons. These weapons must be reloaded after use and battles are not always fought on foot, but also on horseback. The pressure to defeat enemies quickly while fearing bullets can make players feel like they are truly in the Wild West.
1 World of Final Fantasy
Stack Pokémon on your head to gain the upper hand in battle
World of Final Fantasy
- Released
- 25 October 2016
- developer
- Tose
There are many great turn-based systems in the Final Fantasy Series but World of Final Fantasy has 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 the fight themselves.
Additionally, all monsters balance on their heads for some reason, and players can get boosts depending on how many monsters are stacked. Larger monsters can be ridden, which creates a different dynamic in battle. While it’s a strange combat system, it’s still solid and also adorable.
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