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What are some solid turn-based RPGs with timing-based combat?

jett

D-Member
That thread title is a mouthful, but I'm looking for some turn-based action with mechanics similar to the Mario RPG series, Shadow Hearts Covenant and Mother 3, where you have to time your button presses with precision to inflict additional damage. Is this even a thing nowadays?

Started thinking about how some of these games handle combat and realized I really dig this kind of stuff. I used to enjoy classically turn-based RPGs in the past, but these days I think I need a bit more active involvement in my games. Any modern/recent games in this vein?
 
Lost Oddysey

Lost-Odyssey.jpg
 
Barkley Shut Up and Jam Gaiden has a fun SMRPG/Mario and Luigi inspired battle system. It's also one of the funniest games ever made.
 
I just bought StarCrawlers on early access two days ago and I'm having an absolute blast. I cannot recommend that game highly enough.

EDIT: Misinterpreted the thread premise, thought more along the lines of Child of Light. I still recommend StarCrawlers, though.
 
Paper Mario TTYD is a must if you haven't played it yet

edit: i'm dumb and didn't notice you had already mentioned it in the op........... anyway i think ttyd is perfect for it bc it isn't overly long and is constantly throwing new gimmicks at you so it doesn't feel very repetitive
 
Some attacks in LISA require you to press buttons in a certain order, although I wouldn't call it precise timing. Interactivity though, at the very least.
 
Yeah FFVIII was the first game I played which heavily incorporated timing mechanics and additional button presses. But oh god....the summons....
 
Undertale requires timing with a fairly interesting combat system. Not necessarily button presses, but it scratches that itch on top of being really good
 
Not a game with a good reputation around GAF, but I found the combat system in FFXIII-3: Lightning Returns to be quite fun due to the timing based combat that rewards precision over mashing.
 
I completely hated Undertale but the combat had some cool stuff going on this vein. It was like a turn-based, bullet-hell, Earthbound-y kinda thing.
 
Not strictly the same but you can time your attacks differently to maximise combo damage and crystal generation in the Valkyrie Profile series.
 
The first 2 Penny Arcade games (you can get them on Steam) have this type of combat.

Well, then of course the various Mario RPGs (Super Mario RPG, Paper Mario Series, Mario & Luigi Series). South Park also has it.
 
I am Setsuna is a good recommendation considering it's momentum system. You have a circular gauge which you can build up if your character is idle during battle, which has up to three levels of power. Upon using a special attack or skill a white flash will appear above your character's head when executing their move, by pressing Square / X at the right time Techs will have boosted damage or Healing abilities will do bonus effects or higher level of healing. Even more so skills such as Drain for example which absorb some HP from an enemy and giving it to the caster, a properly executed Drain with momentum will heal the entire party instead, so it's a benefit to get the timing down to get the maximum benefit of the timing based momentum abilities.

Even better sometimes when use an ability timed with momentum you can trigger a special effect called Flux which offers permanent bonuses which attach themselves to the ability you used, things like reduced MP consumption, quicker ATB gauge recovery, Status recovery, and so forth.

Getting down the timing mechanic in I am Setsuna is very beneficial.


Vagrant Story does not have a turned based combat system.
 
Vagrant Story does not have a turned based combat system.

Sorry I, forgot to mention its combat mechanics are not entirely turn based. But given that in order to execute chain combos you need to trigger the button with proper timing, I thought OP would find interesting to play.
 
Sölf;230624991 said:
The first 2 Penny Arcade games (you can get them on Steam) have this type of combat.

Yes, came here to post this. The Penny Arcade chapters are surprisingly good, especially if you enjoy the humor.

Also the Costume Quest series has this style of combat and is very charming and fun.
 
That thread title is a mouthful, but I'm looking for some turn-based action with mechanics similar to the Mario RPG series, Shadow Hearts Covenant and Mother 3, where you have to time your button presses with precision to inflict additional damage. Is this even a thing nowadays?

Started thinking about how some of these games handle combat and realized I really dig this kind of stuff. I used to enjoy classically turn-based RPGs in the past, but these days I think I need a bit more active involvement in my games. Any modern/recent games in this vein?

Not sure if this is exactly what you're looking for but Child of Light may fit the bill.
 
Only one I remembered (before reading other posts and being reminded that there are a lot) was PXZ, timing is great... though a bit repetitive... and it's a SRPG... and some don't really like that game... I enjoyed it though.
 
While most of the games mentioned before are not really timing based, Super Mario RPG and the Shadow Hearts Series are, in every battle.
 
He means turn-based not action.
It has turns, only not in a classic order. Also time based in terms of timing for chains (essentials, I say).

In fact, if you lost your chance of attack or break chains... You lose your turn and the enemy can counter attack :D

Awesome game, imo
 
Wasn't Xenogears on the PS1 kinda like this? I seem to remember that game having button-pressed combos, that you could do at will. Not sure that's exactly what you're intending though!
 
This was something I found a nice novelty at first, but ultimately it's not something I want in a turn based RPG. That's not to say I dislike the idea inherently since that would pretty much invalidate genres like golf and bowling. But for turn based RPG combat I am specifically looking for something that focuses on more overarching strategy rather than twitch mechanics. I feel as though the genre has been subject to an unfair stigma where turn based battles are seen as "boring" and look for ways to get around that with stuff like QTEs, or those dreadful auto commands to autopilot through mundane battles, rather than designing the game in a way that actually plays to the unique strength of turn based systems. Trying instead to cover up perceived weaknesses when compared to action RPGs just seems backwards and counter-intuitive to me. Why not just make an action RPG in the first place if you have seemingly so little faith in the formula?
 
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