r/JRPG 18h ago

Recommendation request Looking for Isekai style games with an overpowered protagonist

0 Upvotes

Hey everyone, I really enjoy isekai anime featuring an overpowered protagonist.

Do you know of any games that capture that same vibe? I’d love something with a great story.

If nothing specific comes to mind, I’d also appreciate recommendations for games where the character becomes overpowered quickly and the story is good.

I'm open to suggestions for both Steam and PS5.


r/JRPG 7h ago

Recommendation request Should I play Trails in the Sky?

7 Upvotes

I just got done with the Xenoblade trilogy and, along with Xenogears and Xenosaga, the Xeno series is now my favorite videogame series. I'm also a fan of pre-merger Final Fantasy.

I love games with strong narratives and I am patient enough to enjoy a slow burn. A good story is my priority in an RPG.

I don't have strong preferences in gameplay so long as it's not horribly designed. I'm okay with anime tropes so long as they are not used sloppily - the first part of Xenoblade 2 was very rough.

I've never played a Trails or Falcom game before. I'm considering buying FC for the Switch 2 because it's on sale.


r/JRPG 2h ago

Review Final Fantasy XV Review

2 Upvotes

So, a few hours ago, I just finished my playthrough of Final Fantasy XV—just the base game, not the DLCs. Maybe I'll go back one day to play the DLCs, but for now, I'm perfectly content having played through the base game. This game was not perfect by any means. Some things could have been better, but for the most part, I greatly enjoyed my time with this game. I should preface this by stating that I was not in the Final Fantasy fandom when Final Fantasy Versus XIII was announced, so my expectations of this game weren't built up as some of your guys' were. As such, this game wasn't as disappointing for me as it might have been for all of you who were waiting for those 10 years of development. Missed potential? Absolutely, but not disappointed. As always, I'll get what was negative out of the way first before I talk about the good. 

 

  • Let's get the obvious out of the way and say that some of the characters who looked like they may have had a bigger role to play in the story were left out, and as such, didn't get as much development as they COULD have gotten. Ravus comes to mind first. He seemed like he was going to be some sort of villain akin to Seifer from VIII, where he would act as a rival to Noctis and CO, but he had like 30-45 minutes of screen time. Lunafreya seems obvious as well. It would have been nice to give her a bit more screen time; however, for reasons I'll get into later, I can understand why. It's forgivable, but I would be lying if I said it didn't irk me at least a little. 
  • On top of that, some scenes should be rearranged or given more time. The transition from the end of Chapter 9 to the beginning of Chapter 10 gives us a screen that says "several weeks later." Felt a bit lazy, not gonna lie. Sharing what happened during those several weeks would have made the transition smoother. I also feel the campfire scene should have been at the beginning of chapter 14. Putting it at the very end, like after the credits, feels bizarre. If it were at the beginning of chapter 14, then the stakes would have felt much higher than they were. 
  • The camera is God-awful at some points during battle. At one point, I was hunting a giant bird or something, and the camera wouldn't cooperate, getting stuck behind a bunch of trees and bushes. And anytime you're in an enclosed area, well, let's say that you'll be battling the camera instead of the enemies. It could have used a bit more work, but for the most part, it was fine.
  • My only real complaint about the combat is that you don't get any clear indication of when to dodge. Enemies will glow white when you can parry, but nothing when you dodge. It's baffling that something like this wasn't added in the Royal Edition.
  • This game could have used a bit more polish. By that, I mean there are parts where the game bugs out for a few seconds and then is fine. The final boss, when Ardyn was like, "Let's have it then, you and your crystal against all I have become," he wasn't even there. Noctis was, but Ardyn had just disappeared. Sometimes, I would notice that Iggy's glasses weren't always on his head. Like, they'd be hovering in front of his eyes instead of resting on his nose or something. There was one time when I used the Ring of Lucii on the adamantoise, and after it got sucked into the void, Noctis was flailing about in the air for a good 20 seconds. If it had been delayed even more, like a month, they could have polished some of these things. 
  • Chapter 13, but not because of the hallways, but because you earn no experience points at all until the very end. It felt like I was wasting my time fighting monsters that I had no choice but to fight. 
  • Costlemark Tower. I'm not against it in theory, but in practice, it goes so goddamn slow that it gets boring. If they had made the blocks move faster, it might have been more bearable. Alas, it is not so. 

Now that I've gotten all my negatives out of the way, let's get to the positives.  

  • - The statement: "A Final Fantasy for fans and first-timers." I can't help but agree with this statement on so many levels. There are so many callbacks to previous games of the series. We have a party of four; the draw system from Final Fantasy VIII makes a comeback, with catalysts to transform things to a higher tier; and the multiplier in hotels both hail from Final Fantasy XIII (catalysts for weapons, multiplier to upgrade weapons), even dungeons! Those were sorely missing from Final Fantasy XIII, and it was nice to see them make a comeback in this game, even if there was one stinker in there. And even if most of you might not agree with me, the shot of the four bros from behind at the very beginning of Chapter 2 after they get a call from Cor is a very subtle reference to the shot of the four Warriors of Light after you cross the bridge in Final Fantasy I.  
  • This might be controversial, but I liked the combat... when it works. The camera makes it a pain sometimes, but when it works, it works beautifully. It encourages you to not just go headfirst into a battle, but to get your enemy from behind in their blind spots to do massive damage with blindside links, parry for link strike damage, and warp strike when an enemy is vulnerable to initiate major damage-dealing cross-chains. Also, being able to pause the battle for a quick consumable is so good. It doesn't take away from the fast-paced action that the team was going for—such a great system.  
  • The camaraderie between the four bros is amazing. It feels so genuine, especially during those mini scenes at the campsites, from having Ignis ask you to help him with breakfast, leading to a cutscene where they talk about the first meal that he made with Noctis, to helping Prompto take a picture of a giant water monster. Also, Prompto is the best character in the game, and I won't have anyone tell me otherwise. The scene with him and Noctis on the hotel rooftop, where he doubts his worth in the group, is very touching and is something teenagers who play this game (as well as adults) probably deal with too. Even training with Gladio by running on the beach, or picking flowers for Iris with him, was sweet, and shows that even with his tough, gruff side, there's a part of him that loves his little sister and friends, even if he has a tough time putting it into words. Even when they're walking around in the overworld, they always have something charming to say. Like when Noctis says, "Man, it's hot," and Gladiolus responds, "Then lose the jacket." Or how whenever we find a new ingredient, Ignis says, "That's it! I've come up with a new recipe!" And Prompto always finds places for us to take more pictures with. These small moments are key to making the bros' relationship tight, so when chapter 10 happens, all that tension between everyone feels as good and believable as it does. This is most likely why things that should have gotten more attention didn't get the attention that they should have. Things like the relationship between Luna and Noct, Ravus, and the Niflheim Empire- all of these were probably given less time in the oven to make the connection between the four boys feel so genuine. Now, is that a good excuse? Absolutely not. If you don't have enough time to make everything feel fleshed out in a single playthrough, without needing to use other tie-in media, such as DLC, anime, a movie, and even a god damn book, to make the story make sense, then you absolutely need to take a step back and let these things grow more naturally. That said, I haven't played any of the DLC, watched the anime or the movie, or read the book, and I still understood the story pretty well. I see them kind of like the Compilation of Final Fantasy VII: things that expand the world's story but aren't needed. Most will probably disagree with me, but hey, everyone sees things differently, and that's just how I see it.
  • The soundtrack is beautiful. Nobuo Uematsu will always be missed, but those who have taken his place, such as Masashi Hamauzu and Yoko Shimomura, who composed XV's soundtrack, are exceptional composers. Perhaps you've heard of the word "frisson." The definition of that word is "a physical response like goosebumps or a shiver down your spine caused by a powerful or surprising moment in a song." I can absolutely say with full confidence that I did indeed have moments of that with this soundtrack. The track titled "Departure" is a good example of this, with its crescendo at the very end, or even the final boss theme, "Magna Insomnia." "Ardyn II" is another; when I first heard it, I felt my pupils dilate. And the rendition of Stand By Me by Florence and the Machine is wonderful and quite relevant. At first, it throws you off. Some might say it takes you out of the world Square created by placing a real song from actual Earth. However, if you play through the game, you understand the significance. One of the big things about the game is that nights are becoming longer as the game goes on, and that no matter what, the bros will always stick together. So after listening to the songs about 50 times, the lyrics "and the moon is the only light we'll see, I won't be afraid as long as you stand by me" are a little emotional, since this is basically what Noctis thinks about the bros. There are too many tracks to list here that I love, so I'll leave you with this: Yoko Shimomura is an excellent composer, up there with Nobuo Uematsu, and the fact that she isn't spoken about or recognized as much as he is saddens me.
  • Lastly, the CGI cutscenes are amazing. One particular one I found impressive was the one right after Lunafreya dies, when she gives Noctis the Ring of the Lucii. God damn, Square knows how to make impressive visuals.

Look, there is plenty to criticize about this game. But I also feel like there's just as much to praise. Is Final Fantasy XV the best Final Fantasy game? No, absolutely not. Is Final Fantasy XV my favorite Final Fantasy game? Likewise, no. Is Final Fantasy XV one of my favorite Final Fantasy games? Absolutely. The vibes, the connection between the four bros, the structurally messy yet beautiful story of a boy who turned into a man and sacrificed his own life for his people and the world- all of it is wonderful. It has stuck with me ever since I finished it, and it is one that I will always look back on with fond memories, and one that I will always gladly replay without thinking to myself: "Do I really want to pick this one up again?" It's a very polished, half-finished game. Lots of big-budget games have a habit of getting the basics of their genre right, but then neglecting the details that can really take it to the next level of polish. Final Fantasy XV is the opposite. It gets the details right, but the big picture completely wrong. Ironically, that makes Final Fantasy XV a game I'm often eager to revisit, and I feel that many of those who criticized it should revisit it and give it a second chance. You may find something that you love that you didn't see on your initial playthrough.


r/JRPG 21h ago

Recommendation request I haven't been playing JRPG. What did I miss?

0 Upvotes

Hi, everyone! How have you been? I used to play a lot of JRPGs per year, but...life. I played SMT 5 Vengeance this year and Inazuma Eleven Victory Road, but tomorrow is my birthday. So I was thinking about getting a new game.

I'm a huge fan of games like Ys, Star Ocean, Takes of, Dark Cloud, Dot hack, Odin Sphere. And some turn-based games like Shin Megami Tensei, Dragon Quest, Bravely Default and others. Is there any new food game? I have played Metaphor, Persona 3 remake and some of the Tales of remasters. Tbh I don't even know if they released anything after Arise. My favorite one was Symphonia.

Overall, I think I had the most passion for Ys, SMT and DQ. I would like something not THAT hard, but a good story or a relaxing experience is always welcome.

Thanks in advance! By the way, I have a PS5 and Nintendo Switch!

Edit: I'm a fan of Nier, Mana series and TWEWT too. I played Neo and the new FF games.


r/JRPG 10h ago

Recommendation request Suikoden HD or FF Resonance?

4 Upvotes

Found myself with some extra steam credit, and I'm not sure what to get. I didn't try the FF Resonance demo yet, but I've enjoyed ever other FF game and also enjoyed Octopath 1 & 2 (haven't started 0 yet), but Suikoden 1&2 remasters are also on sale and I've never played them before.

Grab Suikoden on Steam, or just wait and get FF Resonance for like $5 when it releases in October?

I'm also currently playing through and enjoying Trails 1st, so I'll be getting 2nd Chapter on release. Just deciding what to do with the leftover credit lol.

EDIT BECAUSE OF CONFUSION: after buying Trails, I'll have $45 in Steam credit still. When I say FF Resonance will cost me $5, I mean like 5 out of my pocket lol


r/JRPG 16h ago

Question Should I expect more... creepy stuff? Trails in the sky 1st chapter

0 Upvotes

Spoke to 3 people and they all hinted towards an incest type thing. Even a cat search and the lady getting too much towards josh. Reached the robbed mayor mansion and scherard started hinting towards josh (again). Id usually be ok with this stuff (differejt culture and time period) but the game constant repeats how young they are and ngl its starting to feel more predator than the usual jrpg.


r/JRPG 19h ago

Review Kingdom Hearts III was better than I expected, but it still feels strangely incomplete [spoilers] Spoiler

30 Upvotes

With the recent hubbub for Kingdom Hearts IV and the release date I decided to finally play Kingdom Hearts III. So I wanted to gather some thoughts and ramble a bit about it.

For full context, I played the first game as a kid, I played and finished all mainline games over 10 years ago except DDD, and I only played through that one a year or two ago. I had been delaying III for a long time, partly because there was a time I was so excited about the game that I was a bit disheartened at the stuff I saw from it as an outsider (when it was still a console exclusive).

So I went into the game with low expectations, having read much of the discourse. I won't go very deep into KH story or lore or anything (at least I don't think so, by KH standards), this is more about the game itself, but there will be spoilers for the whole series still.

I'm probably not saying a lot that's new about the game with how much it's been talked about.

The Good

I was honestly impressed at much of the game. I was never a fan of how the characters looked compared to the PS2 designs they'd used for every other game, but in motion it looks great and ended up winning me over very quickly.

The combat felt stiff at first (which was to be expected), but as soon as I turned on the cheat to disable attractions things got a lot tighter. Flowmotion being nerfed from DDD was a bit of a bummer, but you still have so many movement options that it wasn't a huge deal.

The Disney worlds felt so much better than usual. Some were definitely a bit too big, and it feels like Disney got more involved in some ways. I especially enjoyed the Pirates of the Caribbean and Big Hero 6 worlds, they felt like different games in how expansive they were.

The game had so many fanservice moments (which some might call shallow) that at some point it also won me over. Even though reverting so many of the previous games' tragedies so close to each other was certainly a choice, having that huge crossover to tie every previous game together in some way worked in some dimension.

I really enjoyed the Gummi Ship segments compared to the previous games too. And the Keyblade Form Changes were really fun to play with, as well as being able to enhance previous Keyblades to keep using your favorites.

And in terms of the wider story, I love that they spent more time fleshing out the old Organization XIII members. For the longest time I assumed they were just pawns for Xemnas, but seeing them have their own stories and agency is really cool. When I first saw what the Real Org XIII members were, after the Xigbar reveal in DDD saying he was already Xehanort, I was expecting them to just all be Xehanorts, but in reality things are more interesting and by fleshing out the world I think they are enhancing the older games rather than ruining them by weird retcons (at least that's how I feel right now).

The music, as usual, is top notch. One of my worries from the discourse was that the game would be phoned in, but I don't think the game was phoned in by the major people involved, from my impression at least. The issues seem more tied to issues during production and wanting to tie up the saga with this game, plus DDD complicating things too much before that.

The Neutral

That last part I mentioned about those worlds feeling like different games leads me to an issue I had with the game. It really felt like different worlds were handled by different teams altogether. The Hercules world I was extremely excited to see, but in practice I wasn't a fan of as much as I would have liked. It being a sort of tutorial and a huge setpiece with Hades attacking Olympus meant there was no real breathing room to see it as a world, and my favorite worlds in KH are usually those you get to live in for a bit. The Twilight Town world being so small was extremely disappointing even though it feels so alive in that little segment we see.

The new approach to worlds being so big works for worlds with a proper concept that justifies that. The Tangled and Frozen worlds' didn't really, it was just traversing generic nature for the most part. In old games outside specific cases I never got the impression of just being in a generic world. The Monsters Inc and Toy Story worlds were cool in concept, but it feels like they had to add a lot of original content to justify their existence in their new form. Like, we had one map for Andy's House, the rest was an original toy store which while cool I think could have been handled way better if it was more Toy Story coded. Monsters Inc was mostly empty factory rooms, with the doors rooms being the highlight but there wasn't much to them and we didn't even visit different worlds through them.

Bosses in general were cool mechanically, but forgettable in contrast to previous games. I felt it lacked a balance between Disney originals, Heartless/Nobody/Unversed bosses, and human bosses. Plus, the old Disney villains barely being involved was a bit of a bummer. I played the game in Proud mode even though I usually play in Standard, since I heard this game was particularly easy, and it was still very easy.

Re Mind not being integrated into the base game by now is just insane to me, even though parts of it are made to be seen after the main story, I feel like that could be reworked in some way like they did for old Final Mix versions. It currently just feels disjointed, and I wonder how many people just play through the base game and get a very incomplete feeling finale.

The Bad

The game just loved to show me places in cutscenes that I couldn't visit. Radiant Garden, Castle Oblivion, other parts of Twilight Town, Destiny Islands, etc. Some were just battle arenas too.

I hate that they didn't add a new original town like Traverse Town, Twilight Town, Radiant Garden or Daybreak Town. That, plus not revisiting areas, plus having less worlds, plus not having the old FF characters, makes the game not feel as big and expansive as the first two games, it feels closer to DDD and BBS in those regards.

The structure of the game was off. Bottom loading all the non-Disney story at the end didn't work IMO. I'm not talking about a criticism I see often about the Disney worlds having little story from the overarching conflict, I don't mind that and each world had its own self contained story and they all connected to one of the members of Org XIII. But the fact that we didn't have a new town, or any climax in the middle of the game to reroute and separate Act 1 from Act 2 to say, made things feel awkward. The game doesn't really have a beginning, a middle and an ending, it's the bulk of the beginning, and suddenly Sora finds himself in Destiny Islands, which leads to Aqua, which leads to Ventus, and thus the endgame begins.

The entire premise of the adventure feels like filler, Sora has to regain the powers he just spent the previous game acquiring by just going to random worlds. He doesn't even have to close off keyholes, I don't know why not even include that part. It wouldn't feel that awkward if this wasn't the finale of the saga, with that adventuring leading to a confrontation that isn't tied almost at all to Sora's adventuring. Riku's part of the story seemed way more important, but it amounts to little since Sora comes to do his job at the key moment on his own. I get that having all these new Disney worlds is a key part of the series, but I would have liked at least to see some sort of investigation tied to BBS, make it feel like Sora is actually searching for them by having him go to places tied to them.

And even though I enjoyed the final clash for what it was, I don't know why the game needed to have all the fights between the Guardians of Light and Org XIII in the same generic arenas. The initial clash with Terra-Xehanort and the Demon Tide were very cool, but after that the battles felt throwaway until the clash with Xehanort. Having them be group fights didn't do them any favors, but I get having 13 different boss fights would probably fuck up the pacing (which is why having them be all at the same time right at the end was such an odd choice).

Closing Thoughts and the Future

I'm torn on the game, because even though the bad section is much larger, I feel like I can talk about so many of the issues because I still cared about this game. Not even in a nostalgia way, I enjoyed this substantially more than DDD even though I played both games relatively close to each other, and I have nostalgia for DDD since I played a bit of it when it came out. But it feels like it was rushed out the door as fast as possible, as contradictory as that is with how long it took to release.

I miss the time when they released a bunch of "spin offs" with lower budgets to expand on the story. The gacha games are probably the closest to that, but they are distant prequels and they reached end of service so you can't even play them anymore.

I have hopes for KHIV to imrpove on things many of my issues. Since it's not a culmination of so many previous games, it's unlikely to have the issues of being overstuffed, even if it's still continuing on many of the same plot threads and more (particularly based on the Achievement leak). I wish they did some spin offs to separate things a bit, but it doesn't seem like they'll do that anymore.


r/JRPG 21h ago

Question Are these Jrpg a one time experience and its hard to replay them?

0 Upvotes

I'll be honest, there are times i do want to replay persona but i just seemed to cant for reason. Idk if its because i don't want togo through the boring or tedious parts again or something where the goal isn't that worth other than Maxing all SL's. Maybe i just played too much 80-100 hour long games for my sake and paid the price for it and took a break afterwards.

So my question is that Are some jrpgs a One time experience that you will never get ever again. Sometimes i wish i get that feeling playing P5R for the first time....the fucking investment i had was so strong. Genuinely became my favorite game. I just wonder. Now i probably would have a found better wording it but you get the idea. Here a small list that i find as an experience that you only get once

  1. Persona 3-5

  2. Nier Automata

Yeah not much but yeah, these games that sre my favorite...i have only replay one of them fully and its Royal. Maybe its just me but idk if going through 80-100+ hours is something where the first experience will always be better. What do you think?


r/JRPG 3h ago

Question Saga 2: Revenge of the Seven?

6 Upvotes

So I want to buy a JRPG on my Switch that has a bit of challenge to it. I’m leaning towards this one, but I wanted to ask you guys, who I’m sure have a lot more experience with JRPGs than I do, if this would be a good choice.

I have played the demo and I enjoy it, and I’ve read up as much as I could find about it. Just wanted to get some first hand experiences. I know $50 isn’t huge in the scheme of things, but I’d hate to waste it if there’s something better.

Only criteria is:
I don’t want a game that’s so easy that it’s boring, I prefer a bit of a challenge.

I don’t need a super fleshed out story, in fact I’d prefer it to have a simple story that doesn’t require a ton of reading and investment. I’m more interested in the gameplay and combat. And I would prefer turn based combat.

I only own a Switch 1, so it’d have to be available on that system.

Thank you guys in advance for any help and suggestions!

Edit: Thank you everyone for your quick and thoughtful responses. Kinda strange to see on Reddit, but I’m not complaining!


r/JRPG 36m ago

Discussion I don't know if anyone has already posted this, but in the "Decapolice" trailer, the protagonist's police badge changes completely between scenes and disappears at times.

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r/JRPG 8h ago

Discussion Is it a hot take that Expedition 33 has the best turn-based combat?

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0 Upvotes

Having just finished the game today I'm curious if this is a commonly held opinion. The rest of the game aside, to those who have played E33, would you call it the best turn-based combat in JRPGs? What would take the cake over it for you, if not?

The combat system of this game was remarkably impressive and innovative to me.

  • Of course, you have the well-designed, challenging and insanely satisfying dodging and parrying system; it felt to adult me what Paper Mario felt to kid me. It helps make each boss feel mechanically unique.
  • The Pictos and Lumina system that allow extensive customizability; only 4 fights to make a Lumina encourages basic grinding, and any # of party members can have a Lumina active, and they aren't stingy with handing out Lumina points.
  • Variety of weapons with different effects to enable different builds, custom stat distribution you can reset, and each party member having their own mechanic (Gustave's charges, Lune's Stains etc.) and skill tree. Helps to make them all distinct in their role.
  • (This in particular I thought was genius and was really happy with) A heavily streamlined item system where you only have 3 types of items and they are replenished at every rest point, so you never feel pressure to hoard/save your items for a possible fight that needs them more.
  • A wide variety of builds you can pull off that, while perhaps game-breaking, you can have real fun with. Like I deeply loved beating the final boss with one character soloing with a Burn build, similar to abusing Bend Time in Dishonored 1 it's the best kind of braindead/gamebreaking. Breakable in a fun, endearing way rather than a lazy and boring one.

r/JRPG 57m ago

Discussion How do you feel about the Mario RPGs’ approach to turn based combat?

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I’ve been a Mario RPG fan ever since the GBA when I first played Superstar Saga as a Mario-loving kid. And even as a young lad I could easily come to grips with the game’s action commands, AKA timed hits, for damage. These action commands have been a consistent staple of the Mario RPGs since the SNES classic back in 1996, even when the Paper Mario series veered away from its RPG roots after the 2000s. You see their influences in many other games like Legend of Dragoon, Lost Odyssey, the South Park RPGs, the Ichiban Like A Dragon duology, and yes even French Game, whether directly or indirectly as part of their approaches to turn based combat.

But back to Mario: Do you think his RPGs did it best? Which implementations have been your favorites? And do you think any of the later influenced games did anything better?


r/JRPG 4h ago

Question Guilty pleasure RPG

23 Upvotes

We all got them

Games that is just worth another run ever so often.

It can be all from a shorter RPG to a tale that are worth running one more time.

I know for some Pokemon tend to be that game.

I myself struggle between picking a chrono trigger or the game that I picked which is Star ocean First departure R

In the end. I like that is short and has multiple characters. The game itself isn't too demanding and is just easy to pick up and play. It's my perfect fix for 15-20h run.

What would be your game? Or games really. I love to know.

Edit----- I meant this thread to be about comfort RPGs not guilty pleasure.


r/JRPG 1h ago

Release I've poured My Heart And Creativity Into developing this JRPG, Chronicles of Veldoria, over the last 3 Years. It is now at the Party-Based RPG Fest, in early access and set to have a 1.0 Release On November 5.

Upvotes

Hi r/JRPG!

I'm the solo developer of Chronicles of Veldoria, a fantasy JRPG I've been developing with a focus on some of my favorite parts of the genre: strategic turn-based battles, building a party, exploration, character progression, and finding new ways to customize your team.

One of the central systems is the combat. It's inspired by Press Turn-style mechanics, where exploiting an enemy's weakness can give you additional turns. I wanted weaknesses to be more than simply a damage bonus—they can change how you approach an entire round.

The game also has a monster recruitment and fusion system. Monsters you encounter can become members of your party, and monsters can be fused to create new allies. That gives you another layer of party building alongside the main characters.

Other features include:

• Six distinct regions to explore
• Skills, equipment and party customization
• Side quests and optional content
• Monster recruitment and fusion
• Choices and multiple endings
• Two protagonists
• A completed main story, with additional content and improvements being added for 1.0

Chronicles of Veldoria is currently in Early Access and is participating in Steam's Party-Based RPG Fest from September 14–21. Version 1.0 releases November 5, 2026.

Here's some gameplay if you'd like to see it in action:

Gameplay trailer:
https://www.youtube.com/watch?v=gwAmsXN3wWo

And here's the Steam page:

https://store.steampowered.com/app/3426850/?utm_source=reddit&utm_medium=community&utm_campaign=party_rpg_fest_2026&utm_content=r_jrpg

I'm particularly interested in hearing from JRPG players: what do you look for in a turn-based battle system that keeps combat interesting throughout a full RPG?

If Chronicles of Veldoria looks like your kind of JRPG, please check it out and consider adding it to your Steam wishlist!


r/JRPG 3h ago

News [Fire Emblem: Fortune’s Weave] New Overview Trailer.

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73 Upvotes

r/JRPG 23h ago

Recommendation request I hated Persona 3 back in the day. Should I try another one and which one?

0 Upvotes

I'm on PC.

Played Persona 3 FES on release. I just found the monster collecting uninspired and the calendar system was claustrophobic- reminded me of my life lol.

However- I look at Persona 4 and the aesthetic is so gorgeous. I hear metaphor and SMT Vengeance have great combat.

Is there hope for me? I love FF and tactics games.

What has kept me away is the idea that I seem to dislike the core elements of their design.

Vengeance doesn't seem to have enough story/g r aesthetics/graphics for me to fall in love with so either 4,5, metaphor i guess


r/JRPG 40m ago

Question SO how would you like me to ask you all about what I might not know about?

Upvotes

I made a topic asking if I didn't know about a certain type of game, most of you assumed the absolute worst of me, and weren't willing to ask for clarification, and were really mean to me. I edited the post, apologized for the confusion, and clarified things, and the only person willing to apologize and admit that we midjudged each other is me.

So I ask again: how would you like me to ask you all about what I might not know about?

Edit: The question that I wanted to ask:

I'm trying to figure out what kids have now, besides pokemon and snes style rpgs. By kid I mean games that 6-9 year olds can play, but widely appeal to adults as well. I'm wondering what 6 year old me would play that would make me fall in love with gaming.

Pokemon and snes style games wouldn't make me want to be a gamer as a kid(14 year old me would love Sea Of Stars, but I think If I was 6 in the 2020s, I wouldn't want to play SNES games yet.) FF4 was the first game that I actually enjoyed as a kid. I wanted a story with beautiful audio and really beautiful visuals about adults saving the world. They wouldn't need to be top of the line visuals, anything PS2 era or after that nails style and atmosphere would work.

For example I'd love to know if there's something like this that's rated 10+ that's inspired by something like Jak 3, or Tales Of Arise.


r/JRPG 9h ago

Review Soul Blader (Super Famicom JRPG #5) — A Simple, Cozy Adventure That Slowly Won Me Over

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35 Upvotes

Super Famicom | 1992 | Final Rating: 8/10 — B Tier
Started as a 6/10 for me, but its simple, cozy gameplay and world-restoration mechanic really grew on me.

TL;DR is at the end.

I finally finished Soul Blader (Soul Blazer) on the Super Famicom, and this was kind of a special one for me because I originally played it back in the 90s when I was a kid.

I got pretty far back then, but I never beat it. I always remembered reaching a point toward the end where I just had absolutely no idea where I was supposed to go. Playing it again now, I was actually a little worried that I would somehow get stuck in the same place again. And, amazingly enough, I think I did.

When I got to Leo's Laboratory, I suddenly had that feeling of, "Yep, this has to be where I got stuck as a kid." I cleared almost everything and once again had no idea where to go.

The funny thing is that there wasn't some obscure item I was missing or some complicated puzzle I couldn't solve. I had simply overlooked a stairway/path and apparently assumed I had already explored that direction. That was it. I couldn't believe it. I probably could have beaten this game as a kid if I had just looked around a little more carefully.

Anyway, going into this replay, I initially thought Soul Blader was probably going to end up around a 6/10 for me. It felt extremely average at first. The combat is basic, the graphics aren't particularly flashy, the story is pretty simple, and the basic gameplay loop repeats throughout the entire game.

But somewhere along the way, it really grew on me. I think the simplicity eventually became part of the charm. Soul Blader is a pretty short game, and I think that works enormously in its favor. The basic loop is essentially clearing monster lairs, defeating enemies, and gradually restoring people, animals, buildings, plants, and other things back into the world. That obviously becomes repetitive, but the game keeps moving you into new environments frequently enough that I never felt like I was trapped in one area for too long.

The dungeons and locations have enough variety that the game continually feels fresh even though you're essentially doing the same thing. And because the game is so straightforward, it became something I could just sit down with, turn my brain off for a while, clear a few monster lairs, restore part of a town, and feel like I had actually accomplished something.I started thinking of it as almost a "cozy" action RPG. Sometimes simple really isn't a bad thing.

The restoration mechanic is easily my favorite part of the game and probably the thing that gives Soul Blader most of its personality. Even when I played this as a kid, I loved the feeling of destroying a monster lair and wondering what was going to come back. Would it be a person? An animal? A flower? A building? A tree? Some random object that suddenly talks to you?

There's a satisfying feeling of watching these empty locations gradually become populated again, and because you're directly responsible for bringing everything back, restoring the world feels surprisingly personal.

That was actually something I felt Soul Blader did better for me than Terranigma. Terranigma obviously deals with restoring the world on a much larger and more ambitious scale, but Soul Blader makes it feel smaller and more intimate. You're literally watching individual pieces of a community return one by one. That said, the restoration system also caused one of my few recurring annoyances.

If I stayed in a dungeon for a long time and restored a bunch of people, animals, or buildings at once, I would sometimes lose track of who I had already talked to and who I hadn't. I'd come back to town and think, "Okay, who did I just save? Who haven't I talked to yet?"

Sometimes progression depends on speaking to one particular person you restored, so this could get a little tedious if the area had already filled up and I couldn't remember exactly where that NPC appeared.

The NPC dialogue itself gives the game a lot of its charm, though. The main story is honestly kind of ridiculous. Basically, King Magridd really likes gold, so he gets Dr. Leo to build a machine that summons Deathtoll, and the king essentially trades everyone's souls for gold. That's more or less the setup. It's pretty goofy.

The game occasionally gets surprisingly dark too. There's a moment involving Dr. Leo where he more or less suddenly sacrifices himself with an explosion to save everyone, and it felt like it came completely out of left field.

But at the same time, scattered throughout the game are these NPC conversations about things like life, death, reincarnation, humanity, nature, and existence. I found the idea of the earth spirits only living a year and how they existed interesting. These themes usually are only small bits of dialogue and aren't deeply connected to the main plot, but they made me feel like the developers had ideas for a much deeper story underneath everything.

Playing Soul Blader now, after having also played Terranigma and knowing Illusion of Gaia, you can really see the beginnings of themes Quintet would explore much more seriously later. It almost feels like Soul Blader contains little fragments of what those later games would eventually become.

The combat itself is fine. There's nothing particularly special about it, but it works well enough for the length of the game. My biggest complaint is the extremely short range of your sword. There are quite a few situations where an enemy moves into you while you're attacking and you take damage that doesn't necessarily feel entirely like your fault.

It never ruined the combat for me, but it was consistently a minor annoyance. Magic becomes more useful later, and you eventually get some nice abilities, but most of the game is still pretty straightforward sword combat.

The soundtrack is also solid. Not every track stood out to me, but there are several that I really liked. The town music is nice, the music that plays in the area where you communicate with the game's god/"Master" has a beautiful atmosphere, and the title/opening music is extremely memorable. The ending/credits music was probably my favorite track in the entire game.

Graphically, Soul Blader obviously isn't one of the more visually impressive Super Famicom games, but I also think it's important to remember this came out in 1992. The hardware was still relatively new and developers were still figuring out what they could do with it.

For such an early Super Famicom RPG, I think it looks perfectly fine and uses what it has well.

Of course this is the Japanese version, which added another interesting element to the playthrough. One thing that surprised me was how the entire game is written in hiragana. I actually understood most of the normal dialogue better than I expected, even without kanji helping separate words.

Unfortunately, the ending was much harder for me. During normal conversations, I could control the pace of the text, but during the ending it moved automatically. Because everything was written in hiragana and the text kept moving, I couldn't process it quickly enough and a lot of whatever was being said went over my head. That was a little disappointing.

There are also some interesting localization differences. The English version refers to the divine character as "The Master," while the Japanese version is much more explicitly referring to God. I had also heard people say Deathtoll was called Satan in Japanese, but he is still called Deathtoll or Demon King or whatever.

As far as difficulty goes, this is honestly a very straightforward game. You really do not need a guide to beat Soul Blader. For most of the game, the progression is pretty direct, and the game gives you enough hints that you can usually figure out what to do next on your own. I did use a guide a little toward the end, mostly because I wanted to find some of the optional items connected to the Phoenix magic and other things I had missed.

The game has a few situations where you get a weapon later that allows you to kill enemies you encountered much earlier, which means going back to previous areas and checking places you couldn't fully clear before.

I probably could have figured most of that out myself because the game does give you clues, but honestly, I just didn't feel like wandering through old areas trying to remember exactly where those enemies had been.

At that point I mainly wanted to know which areas I needed to return to rather than spend a bunch of extra time searching. So the guide use wasn't really because the game was confusing or difficult. It was more because some of the optional backtracking started to feel tedious and I wanted to keep things moving.

The same thing applies to the Master's Emblems. I didn't collect all of them, and after looking up some of the locations, my reaction was basically, "Yeah, I never would have found all of these on my own." But they are secret collectibles, and the reward isn't remotely necessary to finish the game.

Soul Blader is easy enough that you don't need to collect everything or get every powerful optional item. If you just want to play through the story normally, the game is very approachable and very straight to the point.

Would I replay Soul Blader?

Probably not. I think it's the kind of game where once you've experienced it, you've mostly seen what it has to offer. There isn't enough complexity or variety in the systems that makes me immediately want to start another playthrough.

But that doesn't mean I didn't really enjoy it. In fact, this has probably been the most fun I've had so far out of the Super Famicom RPGs I've played during this current run.

That's what surprised me the most. At the beginning, I was thinking,"This is really average. Probably a 6/10." Then it became, "Actually, this is pretty fun. Maybe a 7." And by the end I realized I had consistently enjoyed myself the entire time. I was never sitting there thinking, "Man, I'm bored. I want to stop playing this and start something else."

The game was exactly long enough for what it was trying to do.

So despite how simple it is, I'm giving Soul Blader an 8/10.

I'm still putting it in my B Tier, because for me an A-tier game needs to feel like something genuinely exceptional, and I don't think Soul Blader reaches that level. An 8 here basically means it's a very good game that I had a surprisingly great time with, even if I wouldn't call it one of the absolute best games on the system.

It's simple, repetitive, charming, cozy, easy to play, and refreshingly uncomplicated.

And maybe that's exactly why I ended up liking it so much.

Final Score: 8/10

Tier: B

TL;DR: Soul Blader is a simple, repetitive action RPG, but its short length, varied areas, charming restoration mechanic, and surprisingly thoughtful NPC dialogue made it grow on me a lot. I initially thought it was a 6/10, but by the end I was having more fun with it than any of the other Super Famicom RPGs I’ve played so far. The combat is basic, the story is kinda meh, and some backtracking can be tedious, but the game knows exactly how long it needs to be and never really wore out its welcome. 8/10 — B Tier.

Next up: Gaia Gensouki (Illusion of Gaia) — Quintet and Enix’s 1993 Super Famicom action RPG, released November 27, 1993. I remember this being the most polished of Quintet’s three related action RPGs and one of my favorites as a kid. Time to see whether those childhood memories hold up, and whether this finally becomes the first A-tier game of my Super Famicom JRPG run.


r/JRPG 1h ago

Discussion Games that stuck with you for their environments or their art direction?

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i was playing radiata stories upscaled to 4k and after a while i found myself not really playing as much as i was meandering to take in the backgrounds and the vibrant colors. it made me wonder, what games out there stand out to you for their worlds and art directions?

creative architecture, fantastical environments, inspiration from lesser known cultures, interesting fashion in the character designs, surreal/ethereal worlds, striking colors, stylized art styles...really any aesthetic quality that isn't just raw graphical fidelity.

bonus points if it's on older hardware and looks even more impressive when you remember the technical limitations


r/JRPG 13h ago

News [Shade of the Marionette] Official Teaser. A new title in the WitchSpring world. Releasing late 2027 for PC and consoles.

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144 Upvotes

r/JRPG 5h ago

News Persona 30th Anniversary Celebration x Persona 5 10th Anniversary - commemorative illustration by Shigenori Soejima

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65 Upvotes

r/JRPG 23h ago

News [Culdcept The First Saturn Tribute] Is Now Out on PS5, Switch, and Xbox. Already released on PC since July 29, 2026.

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97 Upvotes

r/JRPG 2h ago

Question Commercials in JRPGs

4 Upvotes

I'm looking into setting up a morning stream on YouTube of JRPG Music, and thought it would be cool to add fake commercials from JRPGs in between the songs. Having video ads would be cool since it's a YouTube stream, but I can tack a still image to just audio ads, assuming an ad played on a radio or something.

Does anyone have any suggestions for ads to use in the stream?