Freyjadour
Member
Aeana said:GameArts is making MMOs and mobile games/apps these days.
No image can convey my broken heart.
Aeana said:GameArts is making MMOs and mobile games/apps these days.
This can't be said enough. It's definitely an issue found in some kinds of SRPGs, and it's one of several aspects of Jeanne D'Arc that totally rubbed me the wrong way.erragal said:Even so, I always find it frustrating when SRPG's make story-character unique abilities significantly better than those of a custom-made character. That's something I really enjoy about most NIS games I've played: some of the unique abilities are viable and even top tier but there's always viable options for your own characters.
Oops, I totally missed your mention of PB! That's actually one of the few NIS games I have yet to play so I will add that to my gigantic backlog along with VH2 for some day in the future.erragal said:I'd reccommend you play Vandal Hearts 2 just to examine the character building/combat system but I don't know if you really need to finish (It's very long and the story is bad), but it does some things no other SRPG has done since which is unfortunate.
And I did mention an SRPG: Phantom Brave! You're right though, this thread needs more SRPG love.
dili said:Valkyrie Profile 2
watdr3upmushroom said:Why Grandia? I thought that one was fairly traditional.
SatelliteOfLove said:http://i553.photobucket.com/albums/jj399/LoveOfSatellite/shin-megami-tensei-nocturne2956345.jpg[IMG]
[B]Press Turn[/B]: SMT:Nocturne and DDS1&2
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Satellite[B]OfLove[/B]
Member
Agreed.
Coxswain said:Blue Dragon you assholes.
- It's the only turn-based game I know of that allows for proactive, rather than reactive, strategy. You cast your heals before you take damage, you cast your buffs and debuffs before the old ones expire, and when you key in your attack command, it's not to hit the enemy now while he's protected, but two turns later when he's vulnerable. If you're a skilled player, you'll be operating three moves ahead and you won't get touched; if you're not, you'll get punished for every miscalculation you make and get stomped into the ground, or you'll try to play it like every other turn-based RPG out there and find that the only way you can win is to grind up levels and brute-force your way through every difficult encounter.
- The Charge system is the main thing that elevates the game. When you charge an action, you can choose how much to charge it up (increasing its effectiveness) before it takes place. You can choose to take the action immediately, to charge it up to its maximum power, to hit a 'sweet spot' which is usually somewhere in the middle but brings your next turn more quickly and saves MP. Or you can choose to make it as powerful as you can while still taking place immediately before the enemy (or one of your other party members) takes their turn; you can also wait until immediately after any enemy or party member takes their turn, if it would be more advantageous to wait until they move first. And you're given this range of choice with every single spell or physical attack you make.
- The spells themselves are very well designed. Fire and Water are not simply the same spell with a different graphic and different elemental effect. Fire spells are single-target, Water spells hit an entire row, Earth hits all targets (except those that fly), and Wind spells affect a circular radius that grows larger as you charge the spell (offering another few convenient breakpoints on the charge gauge to go with the ones outlined above: Charge just until your spell affects a certain number of enemies. More importantly, though, is that choosing an elemental attack spell just isn't as simple as it is in most games. In Final Fantasy, or even in Nocturne, there's no actual strategy to it: There's simply a correct spell to use, and an incorrect spell to use. Here, you have to consider which enemies you'll be able to hit, and how strong those enemies are to each element; there's no sharply defined 'right' and 'wrong' choice. The Wall spell is another superbly-designed one; with the Wall effect up, a character will be able to nullify one incoming physical attack. The spell itself, however, can only affect the front row, and begins as a single-target spell that extends out to the sides as you charge it up. Your spellcasting characters are thus given two options: Stay in the back row, where they'll generally take less damage from everything, or move them up into the front row, where they take full damage, but can't benefit from Wall's effect.
- A lot of the boss designs are also built not around 'tradeoffs' rather than 'solutions'. In games like Lost Odyssey, every boss is basically a puzzle; you figure out the puzzle, and you'll never lose, or you don't figure it out, and you'll have a massive uphill battle on your hands. Even in Nocturne, there's a huge preponderance of boss fights that essentially boil down to "this boss only uses [element A] attacks and is weak to [element B] attacks, so make a party that can't be killed by [element A] and can cast [element B] and you've won before you've even started". And while not all the bosses in Blue Dragon are quite so elegantly designed, there are enough of them where the game overall feels like a matter of skillful execution, rather than all-or-nothing preparation. A good example is fairly early on in the game, where you have to fight a boss called the Ghost King. He's a pretty standard boss in terms of how powerful his attacks are, how much damage he takes, etc, but the 'gimmick' to his fight is that every now and again, he'll go into a very obvious 'charging up' animation for a few turns. You can interrupt his charge by attacking his crown. If you let him complete his charge, he summons in a huge group of about six fast-moving minor enemies that you have to defeat before you can attack the boss again. But if you don't let him complete his charge, he almost immediately gets a free turn, in addition to his normal place in the action queue. It then becomes a question of whether you'd rather have to fight through the minor enemies, or whether you'd chance letting him have two turns nearly in a row. The enemies can put a huge drain on your combat resources, while if you get unlucky with the boss's actions during his two turns, he can completely devastate or even outright wipe your party. Depending on what you're prepared for, both can be completely viable options.
In an action game, a very skilled player can utilize movement and timing to defeat enemies using only the most basic arsenal of attacks, to defeat tough enemies at very low levels of power, etc. There aren't many turn-based games that allow player skill to tip the balance in such a drastic way. Thanks to the charge system, Blue Dragon is one of them. It's a simple system, but the amount of depth in it is almost unparalleled by any other turn-based RPG; as much as I love Nocturne and Dragon Quarter, I think Blue Dragon eclipses them both.
<3Aeana said:Grandia series and Final Fantasy 10-2 are my favorites by far.
Then the press turn system from Shin Megami Tensei 3.
EDIT: I'll add Tales of Rebirth and Tales of Graces for action combat. I adore those as well.
Coxswain said:Blue Dragon
I think this pretty much sums it up for lazy people. Great post!Coxswain said:viable options
MikeTyson said:Always kinda liked the Star Ocean games - gives the feel of a fighting game, and is a great change of pace from your typical RPG fights.
BooJoh said:
I'm probably the first and last in this thread to say Final Fantasy: 4 Heroes of Light.
The AP system accomplished two completely opposite goals at the same time. On one hand, it made resources more or less infinite, so you can't run out of MP halfway through a dungeon, rendering your mages useless. In fact, a mage can cast a basic healing or damage spell for the exact same cost as a melee attack. On the other hand, it made the available resources for each battle feel more limited, which made each battle feel more dynamic and important, as you were constantly managing how much AP you want to spend or if you want to boost to use a better ability. By only having 6 slots to equip abilities you got to pick what was important for each character and have it right there all the time with easy access, no wading through spell menus.
My only complaint is the lack of ability to choose your own target, particularly with healing items or ethers.
Second place would have to go to Pokémon. There's just been something solid and "right" about the Pokémon battle system from the start, and yet they still manage to make it feel better in every single generation.