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JRPGs with interesting systems

Luka-boy

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There's this PSX game called Legend of Legaia that's a guilty pleasure of mine and I can't help but replay every couple of years. While it has its moments, for the most part it's just your standard jRPG story and art wise and I'd say it's just mediocre as a whole. That said, it's the fights what makes me come back to it since its combat system is something I haven't really seen in other jRPGs.

Instead of a standard attack command, each character had an action bar that was longer or shorter depending on their agility that you filled with each individual movement the character would use in his attack. You could use high kicks, low kicks, weapon arm or Ra-Seru (something related to the story) arm. I remember the game took into account things like low kicks usually missing when trying to hit flying enemies, high ones sucking against short enemies, etc. And then when you gave the orders to every character a combat round would be executed by all characters in the battle.

But what mattered most was that different chains of movements could end up in a combo/special attack. So for example, with the main character high k., low k., high k. would have the character execute a low kicks, a high kick and the third one would be the sommersault special attack. And you could chain those combos as long as your action bar was long enough or you used combos that required short enough input chains. You also needed energy called AP to be able to use the combos, each one requiring a specific amount of AP. And the only normal ways of restoring it were either receiving damage or using an action called Spirit that restored a decent amount of AP, halved the damage the character would take that round, increased the chances of the character blocking (frontal) attacks that round and increased the action bar over its normal maximum for the next character's next attack.


The combos and special attacks you discovered were fortunately stored in a list you could easily access during battles as can be seen in the second screenshot above. You found them either discovering them in battle using them, talking with NPCs or in the case of some special attacks using books. Oh, and there is an "Auto" command in battles that makes the character just attack the selected enemy using whatever inputs it wanted (very useful to make trash mob fights more bearable) that could also discover the combos, but that last one was obviously completely random.

Overall the system could feel cumbersome in random battles, though they could be made more bearable with the Auto command since then you could just focus on watching the flashy fights, yet when you were presented with even moderately decent challenging ones and especially some boss battles it could get very rewarding since you had to plan pretty well your moves. Deciding when to not waste too many APs, have one character use items or magic instead of using the physical attacks, or when you used Spirit to either increase your action bar's length at the right moment or minimize the damage you could receive were sometimes critical for survival.

And of course a big part of the reward is seeing the sweet moves in action.

As a teenager I was mesmerized by how cool they looked, pulling off the animu magical kung fu Dragon Ball look pretty well, but even after so many years I still find them pretty damn satisfying to look at.

Another system that was a little bit different from usual was the magic. Magic was done exclusively through summons and the only way of getting those summons was by absorbing the monsters you could later summon. So when you fought an enemy that had an element symbol next to its name, if the character who dealt the finishing blow to the monster didn't know that summon already, there was a change that the character would absorb that monster. And then you could level up the spells by using them, which would make their damage or effect stronger and eventually start giving them special effects. For example, healing spells would not only heal more damage as they leveled up, would they would also start healing increasingly dangerous status effects.

Of course there were two big drawbacks to the magic system. The first one being that since the absorptions were random, getting all three characters to learch each "spell" could get pretty annoying. The second and most obvious one being that since these are all summons they all had an unskipable animation every time you used them, which could easily get very annoying in the case of the longer ones. At least the game didn't really require to use magic often besides maybe healing spells. And some of them were pretty cool.


That's all. As a last note, while not related to interesting mechanics, I find the game's soundtrack pretty good and I always loved how not only the weapons, but also every single armor piece looked different on the characters' models.
 

Siveon

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Shadorwun: Hong Kong
I actually didn't get much further after that post, despite liking the game. I should pick that up again a rainy day. Is it good throughout?

Don't bother man, it's underwhelming as all hell and the story just isn't worth the tedium. The nods to classic tabletop gaming was all well and good but there was just a bunch of design decisions only made to lengthen the already short game. Such as:
forcing the player to play through the game again for the good ending.

The game is also very mis-matched in terms of difficulty and quality. The writing was solid in the beginning while at the end it was just meh, and for some reason there's a difficulty spike near the latter half of the game which then get's piss easy and returns to being difficult. So annoying.


Damn, Legend of Legaia. Just like Legend of Dragoon it's a generic JRPG with a semi-original combat system. That's some nostalgia right there. Ever try the sequel on the PS2? I've been wondering about that.
 

Luka-boy

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Ever try the sequel on the PS2? I've been wondering about that.
I haven't. Every time I consider playing it I end up replaying the original instead and completely forgetting about the sequel.

But if someone else has played LoL2 I'd like to hear their opinion too. Same if they know about any game with a fight system like that.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
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Feb 24, 2007
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Isn't that basically the fight system Xenogears had? Been ages since I played that though.

A lot of those gigantic old jrpgs are really only palatable when you're young, not because they're bad, but because they rely on two premises:

You have a shitton of energy and will stay up 16 hours a day playing this shit.
You haven't seen any of it before so you're curious about everything, the story, the newer enemies, equipment, new spells/abilities, etc.

Once you've gotten older you just can't manage the marathon sessions any more and discovering armour of fire resistance becomes a lot less thrilling.
 

Abu Antar

Turn-based Poster
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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I think that if you liked the first Legend of Legaia, you will probably like the second game, too. I gave up many years ago as I got stuck in a dungeon. But I did like the game up until that part.
 

ghostdog

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Ah Legend Of Legaia, such a fun battle system. Unfortunately the rest was completely generic jrpg crap. I did finish it though IIRC. I could never muster the will to do so now.

Shadow Hearts had a nice gimmick with an action wheel were you could time your hits and produce critical hits or misses. Ahh shadow hearts is a favorite of mine. It could have been one of the best jrpgs evar if it did away with some stupid jrpg tropes/humor that was at odds with the darker tone of the actual game... and if the translation wasn't horseshit.
 

Krraloth

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Ah Legend Of Legaia, such a fun battle system. Unfortunately the rest was completely generic jrpg crap. I did finish it though IIRC. I could never muster the will to do so now.

Shadow Hearts had a nice gimmick with an action wheel were you could time your hits and produce critical hits or misses. Ahh shadow hearts is a favorite of mine. It could have been one of the best jrpgs evar if it did away with some stupid jrpg tropes/humor that was at odds with the darker tone of the actual game... and if the translation wasn't horseshit.

Shadow Hearts 1 doesn't really have that many jrpg tropes/humor. It was pretty dark.
You're thinking Shadow Hearts 2
 

ghostdog

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Ah Legend Of Legaia, such a fun battle system. Unfortunately the rest was completely generic jrpg crap. I did finish it though IIRC. I could never muster the will to do so now.

Shadow Hearts had a nice gimmick with an action wheel were you could time your hits and produce critical hits or misses. Ahh shadow hearts is a favorite of mine. It could have been one of the best jrpgs evar if it did away with some stupid jrpg tropes/humor that was at odds with the darker tone of the actual game... and if the translation wasn't horseshit.

Shadow Hearts 1 doesn't really have that many jrpg tropes/humor. It was pretty dark.
You're thinking Shadow Hearts 2
Nah, I'm talking about the blonde CIA commando bitch, and some other random silly humor. And because the rest of the game is pretty serious and dark, it sticks out like a sore thumb. The lackluster translation didn't help much either.
 
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Krraloth

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Ah Legend Of Legaia, such a fun battle system. Unfortunately the rest was completely generic jrpg crap. I did finish it though IIRC. I could never muster the will to do so now.

Shadow Hearts had a nice gimmick with an action wheel were you could time your hits and produce critical hits or misses. Ahh shadow hearts is a favorite of mine. It could have been one of the best jrpgs evar if it did away with some stupid jrpg tropes/humor that was at odds with the darker tone of the actual game... and if the translation wasn't horseshit.

Shadow Hearts 1 doesn't really have that many jrpg tropes/humor. It was pretty dark.
You're thinking Shadow Hearts 2
Nah, I'm talking about the blonde CIA commando bitch, and some other random silly humor. And because the rest of the game is pretty serious and dark, it sticks out like a sore thumb. The lackluster translation didn't help much either.

Ah I see what you mean.
I consider those minor annoyances in a overall pretty dark story.
Wasn't the CIA gurl some sort of historical reference? It's been a while since I played it.
 

yes plz

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Pathfinder: Wrath
iirc, Margaret is based on Mata Hari (or is even meant to her, I can't remember which). I liked her character and she's definitely far more restrained than what they'd later throw into the series.
 

Grimwulf

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If we're speaking system, and system ONLY, then I would suggest "Resonance of Fate". The game itself is, err, trippy. To say the least. But it has deep gun customization system aka gunporn, and original (if not unique) combat.

Just be sure to keep some strong alcohol nearby if you wanna try to dive into "plot".

 

CryptRat

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Resonance of fate is one of my favorite games from recent years ; but I agree that from far the best thing is the original combat system, the rest being only decent.
 

Vikter

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PC RPG Website of the Year, 2015
I think Tales of Graces has a pretty neat skill system. Of course you have to grind like hell to get what you want, but it's very diverse.
In case no one has played it, you equip "Titles" to your characters, like "Kawaii Swordsman" or "Thunder Skill Master" which give you different perks, and as you fight using these titles, you get points that make these titles evolve, giving you more skills, passive or active. And when you max the title out, you also gain a bonus when equipping it (which to be honest, is useless because you almost always want to get skills on all of them). Too bad the story is bad even by the series' standards.

Also, there's a series called Growlanser, and the Wayfarer of Time iteration, on PSP, has a good (but really unbalanced) combat system that reminds me of real time strategy. It also features city building, and the art of the game is done by a hentai artist.
 

ghostdog

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I've been playing 7th Saga (snes). It has one very interesting idea. The main plot is that 7 "heroes" of various races and origins (2 humans, 1 elf, 1 Alien, 1 dwarf, 1 demon and 1 sentient robot) are recruited by a great king and are tasked to find seven magic runes. These runes are said to give great power and whoever gathers them all is promised to take the King's place. At the start of the game you choose one of them as your character.

Now the neat idea is that as you move through the game the other heroes also move along with you, searching for the runes. I don't think they can actually beat you to the runes themselves, BUT when you bump on to them they will either be neutral, offer to come with you as a companion, or fight you. Whether they'll want to join you or not is decided from their initial inclination towards your char (the human priest doesn't like the demon, while the human knight really likes the female elf, etc) and also how powerful you are and if you've found any runes. Now, if they decide to fight you and they win, they'll steal any runes you already have, so you'll eventually have to track them down and fight them again to get the runes back.

It seems that mca and his team when designing Van Buren, may have had some inspiration from 7th saga :P
 

Vikter

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And 7th Saga also has an skill called Elixir, which the Priest learns, that restores ALL HP and MP. Good luck fighting him in the late game if you didn't choose him.
Other than that, it's a great system, actually. Made the game much more interesting.
 

Athelas

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Jun 24, 2013
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The Grandia games have a very interesting battle system that is simultaneous turn-based. Unfortunately, the games don't utilize it to its full potential (trivial difficulty, no friendly fire, elaborate spell/ability effects that pause the otherwise real-time flow, etc.), but it's still very fun to play through.

Breath of Fire: Dragon Quarter also has a pretty good battle system. Movement and attacking/casting costs action points (but using items doesn't, for some reason) and combat is all about positioning, control of the battle field and status ailments. You can lay traps/distractions before combat which allow you to run past enemies or if you choose to fight, start out combat with an advantage.
But the most interesting mechanic is the D-counter, essentially a more hardcore version of Mask of the Betrayer's spirit meter. It continually increases even if you do nothing and there's no way to bring it down - once the D-counter reaches 100%, it's game over. The tension comes from the challenging boss battles which the game throws at you. Using your unique powers lets you curb stomp over them (or any encounter, for that matter), but it raises the D-counter by a huge amount and might leave you unable to finish the game.
 

Arsene Lupin

Novice
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Dec 17, 2013
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I'm going to point everyone to two PS2 games I think a lot of people missed.

The aromancing SaGa remake which has the single best example of nonlinear storytelling I have ever seen in my life.

And Arc the Lad: Twilight of Spirits, which has a really clichéd story that is executed really well, with one of the best TBS combat systems I have ever seen.
 

Vagiel

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The Grandia games have a very interesting battle system that is simultaneous turn-based. Unfortunately, the games don't utilize it to its full potential (trivial difficulty, no friendly fire, elaborate spell/ability effects that pause the otherwise real-time flow, etc.), but it's still very fun to play through.

Breath of Fire: Dragon Quarter also has a pretty good battle system. Movement and attacking/casting costs action points (but using items doesn't, for some reason) and combat is all about positioning, control of the battle field and status ailments. You can lay traps/distractions before combat which allow you to run past enemies or if you choose to fight, start out combat with an advantage.
But the most interesting mechanic is the D-counter, essentially a more hardcore version of Mask of the Betrayer's spirit meter. It continually increases even if you do nothing and there's no way to bring it down - once the D-counter reaches 100%, it's game over. The tension comes from the challenging boss battles which the game throws at you. Using your unique powers lets you curb stomp over them (or any encounter, for that matter), but it raises the D-counter by a huge amount and might leave you unable to finish the game.
About Grandia 1 I remember a mod called grandia redux or something that seemed to address the difficulty issues although I have not tested it.
 

Ayreos

Augur
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Feb 20, 2015
Messages
109
Fate Extra

I
ts battle system requires you to choose 6 actions, between attack, guard and break, which work like rock, paper, scissors. The enemy likewise chooses 6 actions. For each "win" you inflict damage on the adversay, or have it inflicted on you. The interesting part is that you can only see a few moves of the enemy, which forces you to guess the enemy patterns of attack. What's truly unique is that enemy patterns vary, but are not random, which allows you to learn how a certain type of enemy likes to attack. Getting 3 "wins" in a row allows to score an extra hit, furthermore items and abilities can affect the system and be planned ahead by combining them with some of the base attacks. It's a simple, immediate system that has some surprising depth to it.

In the picture below, the represented type of enemy seems to prefer starting each move triplet with "Guard":

158742-Fate_Extra_(USA)-2.jpg
 

Ayreos

Augur
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Feb 20, 2015
Messages
109
Riviera: The Promised Land

This game has a variety of interesting systems:

1) Do you know how in the vast majority of jRPGs (and RPGs in general) the bread and butter of "gameplay" consists of traversing multiple screens for dozens of hours, fighting thousands of repetitive battles? For being a relatively obscure and low budget jRPG Riviera is leagues above that staple. Every room the player visits in the game is unique, and has unique events associated with it. For that reason player movement control is removed all together. Instead, the player is allowed to examine various points of interest in the current screen, which usually gives rise to various events and battles. For this reason, all battle encounters tend to be unique, at least as far as the enemy party composition is concerned, eliminating a good deal of repetition. Monsters do not respawn, but can be fought for "practice" and skill-ups again in the menu.

2) Instead of an equipment system, the player party can bring in battle 4 items only. These can be anything, from potions to weapons to armors to... bats and other miscellanea. Different party members can use the same items in different ways, however, according to their proficiencies and inclinations. For example, the girls of the party can wear a ribbon for a status curing effect, meanwhile the male protagonist can wear it to nullify all positive statuses currently present on the party (and to cause general amusement).

3) The typical level up system is removed. Instead of exp and level-up mechanics, mastering a certain battle item by using it a specific number of times provides the party member who mastered it with a status bonus, as well as a finisher move for the corresponding item.

riviera-the-promised-land-image408316.jpg
 

SCO

Arcane
In My Safe Space
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Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
Notice how Sting jrpgs are over represented? It's because they're only one of the only companies that it's not a cowardly cargo cult.
 

Tadek Boruta

Novice
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May 1, 2015
Messages
25
Paper Mario and the Thousand Year Door: Action buttons and style moves where interesting. Not much of character development or meaningful choices in this one. But it's very fun game to play with excellent writing and good humour.

Baten Kaitos Eternal Wings and the Lost Ocean: Whole game revolves around cards. Inventory, battle system etc. Generic story but cool characters and good pacing in this one.
 

Painkiller

Barely Literate
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Sep 6, 2015
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2
It's already been mentioned here, but I'd like to be yet another member to echo the praise for the first Grandia's gameplay mechanics. The activity bars were a breath of fresh air, compared to how dull battle systems in Final Fantasy games since then were becoming. Also, combining different elements and physical skills was a great idea, and it made EXP training more interactive. A very good game that deserves praise.

There's also Lufia II: Rise of the Sinistrals. Again, another awesome JRPG. The dungeon design is superb, making the player think more accordingly on their next actions. You see the enemies move around on the screen, and you plan out your actions ahead of time. One thing that I hate about most JRPGs is the random battles, which honestly are put there to give a false sense of challenge. Chrono Trigger also did something quite similar to that, albeit with simpler dungeon design.
 

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