Horus
I remember seeing this Dark Cloud game back in the PS1 era. I never tried it out, though, so thanks for bringing it up! Do you know how the town building aspect compares to Breath of Fire 2 (the only jrpg I remember with this kind of mechanic)?
lightbane
Thanks! I haven't tried out any of these games, so this helps a lot!
deuxhero
Wild Arms really slipped from my mind. Being able to upgrade your weapons in the way you want at least added a non linear element to it. Did the third game expand this so all characters had weapons like that (in the first, it was only the main character)? That sounds like a good idea, thanks!
Never heard about custom robo before, but this reminded me I need to add Robotrek to this list.
Krraloth
Wow, that looks interesting... and a bit confusing. Thanks!
I am also after something called ryuu tama,
Dragon Ball? o_O
Well, the page I found about it translated that as "Dragon Egg".
Here, have a look for yourself! I know, the game looks a bit like weird, but I figure I should at lest give it a chance. Well, if I can find it for a reasonable price, at any rate.
(...snip)
A few more games:
Vandal Hearts 2: I didn't care much for the game (awful pacing) but the combat system involved simultaneous turns. It was rather gimmicky and easy to abuse (moving your character to behind where the AI was going to move, dodging their attack while getting a backstab) once you became competent, but it was certainly a neat idea.
I actually played it a bit, but I was also playing Final Fantasy Tactics at the time, so it looked very non customizable in comparison. I remember thinking you needing salt sticks to kill slugs was a nice idea, though. I will see if I can find it again.
7th Saga: When you start the game you pick one of 7 or so characters. During your travels, you can encounter the other characters you didn't choose, who are all on the same quest as you, to retrieve a number of powerful magic runes for the king. If you're strong enough, you might convince one to become your partner in battle. If you have a rune, one might attack you, and if they win the fight they'll take it from you and you'll have to win it back at a later point. And their level scales along with yours, which actually makes sense in this case, since they're doing the same shit you are. I love the idea of other entities in a game actively interfering with your efforts in dynamic ways, as opposed to just being preset roadblocks at a specific place at a specific level of strength.
That looks very interesting too! Thanks!
SaGa Frontier: You mentioned the game in the OP, but you didn't mention the LP system (which I think is a staple in the series.) While characters have HP and MP (sometime two kinds of MP, one for magic and another for weapon skills) they also have LP. HP are automatically restored after every battle. During battle, if HP reaches 0, the character isn't dead per se, they're out of action, but any kind of hp restoration will bring them back to fighting form. However, each time they hit 0 HP, they lose 1 LP (characters generally get 5-10 LP, and this maximum never increases) which can only be restored by resting at an inn or using very rare consumables. Certain special attacks can also drain LP directly, and if a character is already at 0 HP takes normal damage, they lose 1 LP as well. It makes for an interesting battle system, and takes away the tedious after battle healing phase so common in jrpgs, while still making resource management an issue in long difficult dungeons.
Yeah, the LP was a good point of that game too. Thanks for bringing it up. Didn't character who were reduced to 0 lp die for good as well? Hard to find a game that would allow that to happen nowadays, much less a JRPG.
Phantasy Star 4: The Macro system for battles. Done decades before and far more skillfully than the clunky awkward gambits from FFXII. You simply set up a macro for what you want each character to do (and even in what order, overriding their speed scores so you don't get that stupid disadvantage for having a character be too fast to do something effectively, like attacking before a debuff hits) and save it, so at any point in the future you can activate the macro and have them perform those exact commands. Helped greatly in performing the tech combos (which weren't automatic like in Chrono Trigger, you had to have the two characters successively cast the correct spells in the right order to trigger the combo) and generally saved you time and effort during battles of all kinds when you already know what sort of actions you want to take. Oh, and you could set up like 20 different macros or something.
For some reason, I never got very far on PS games. I will try to look it up again.
Anyway, some more entrances I think deserve to be mentioned as well:
Robotrek
This fun little RPG cast you as a boy inventor, trying to solve a city's problem with a gang. Instead of fighting yourself, you build robots to do your bidding (as well as a couple of inventions to solve a few plot points). The game is pretty fun. It has two systems I consider particularly interesting. First, it has an interesting crafting system. Well, the system itself actually isn't that interesting. You can build items you have found the schematics for. And you can combine items to make new ones, through trial and error. Still, this keeps you on the lookout for schematics, as well as trying to combine a lot of things.
The other interesting system is the robot configuration. Robots can be assembled from the parts you build in item crafting, and the game gives you a good number of options to play with, with different weapons actually having some pros and cons. Again, this isn't so interesting by itself, but thanks to the other aspects of the game, if you always keep trying item combinations, you can end up with much better equipment at some games stages than you would otherwise have, adding a non-linear aspect to the game.
Terranigma
Terranigma is a bit different from the "standard" rpg for Snes, although I guess you could say it is a culmination of the principles set up in other Quintet RPGs. Like other RPGs by that company, this is an action game with a strange story surrounding the (re)creation of the world and reincarnation. There are two reasons for me to bring it up. First, it has an interesting world assmbling aspect, that is unfortunately cut a bit short. Your objective in this game is to reasemble the world. You start in the underworld, where you have to free up the continents. Later you go up to oversse the plants, the animals, and eventually the humans retaking their place. This all is unfortunately, very linear, with I think the only non linear aspect being when civiliation begins to come back, and you can help different towns reach "higher levels". Yeah, I know, not much of a system, but it kind of inspires you to think of a cool game that didn't get made. A "hey, imagine all that world building had somehow been sandboxy rather than railroaded".
The other system that deserves attention here, and this time, unqualified attention, is the actiony combat system. Terranigma's combat is, in my opinion, even more fun than Secret of Mana's. While the game actually onle feature one weapon type (spear) compared to SoM's 8, it makes playing with that weapon a lot more interesting. The main character can use the spear in many different ways, such as raining down strikes on an enemy or jumping and diving with it.
Shining Force
I actually played only Shining Force 2, but I understand the 2 games are very similar. Shining Force's character management aspect is pretty standard for this kind of game, but the class upgrade aspect still managed to be somewhat interesting. First, the more you delayed the class upgrade, the stronger your characters would be in the end, as the upgrade shifted their levels back to 1. Second, there were items around that allowed you to get a better class promotion, but these required searching the gameworld for. In fact, this game had a nice exploration aspect, which was somewhat hampered because the english version, for whatever reason, removed the ability of units to open chests during battles (making a few chests completely unreacheble).
The game's combat is also a lot of fun to play, although it doesn't have any single, specific feature that stands out in my mind.
Also, it has been too long for me to make a good write up of what I like about it, but I think Front Mission, or at least one of its sequels deserve to be here. I remember playing around with the 3rd game, and it had an awful lot of customization. It had all kinds of different parts to your bots, each with different tactics associated with them. Missile launchers could hit from far, and hit hard, but they had little ammo ad were a bit slow. Robots could be given legs that could run, so if you went in a straight direction, you could reach further. The game also had pilots with different skills, so they would use different equipments better or worse than each other, and could learn skills with them more easily or not. I actually think tactical RPGs like Front Mission and FFT spoiled me, because whenever I try this kind of game, I kind of expect a good amount of customization.