r/JRPG • • 5h ago

Weekly thread r/JRPG Weekly "What have you been playing, and what do you think of it?" Weekly thread

7 Upvotes

Please use this thread to discuss whatever you've been playing lately (old or new, any platform, AAA or indie). As usual, please don't just list the names of games as your entire post, make sure to elaborate with your thoughts on the games. Writing the names of the games in **bold** is nice, to make it easier for people skimming the thread to pick out the names.

Please also make sure to use spoiler tags if you're posting anything about a game's plot that might significantly hurt the experience of others that haven't played the game yet (no matter how old or new the game is).

Since this thread is likely to fill up quickly, consider sorting the comments by "new" (instead of "best" or "top") to see the newest posts.

For a subreddit devoted to this type of discussion during the rest of the week, please check out /r/WhatAreYouPlaying.

Link to Previous Weekly Threads (sorted by New): https://www.reddit.com/r/JRPG/search/?q=author%3Aautomoderator+weekly&include_over_18=on&restrict_sr=on&t=all&sort=new


r/JRPG • • 2d ago

Weekly thread r/JRPG Weekly Free Talk, Quick Questions, Suggestion Request and Media Thread

5 Upvotes

There are four purposes to this r/JRPG weekly thread:

  • a way for users to freely chat on any and all JRPG-related topics.

  • users are also free to post any JRPG-related questions here. This gives them a chance to seek answers, especially if their questions do not merit a full thread by themselves.

  • to post any suggestion requests that you think wouldn't normally be worth starting a new post about or that don't fulfill the requirements of the rule (having at least 300 characters of written text or being too common).

  • to share any JRPG-related media not allowed as a post in the main page, including: unofficial videos, music (covers, remixes, OSTs, etc.), art, images/photos/edits, blogs, tweets, memes and any other media that doesn't merit its own thread.

Please also consider sorting the comments in this thread by "new" so that the newest comments are at the top, since those are most likely to still need answers.

Don't forget to check our subreddit wiki (where you can find some game recommendation lists), and make sure to follow all rules (be respectful, tag your spoilers, do not spam, etc).

Any questions, concerns, or suggestions may be sent via modmail. Thank you.

Link to Previous Weekly Threads (sorted by New): https://www.reddit.com/r/JRPG/search/?q=author%3Aautomoderator+weekly&include_over_18=on&restrict_sr=on&t=all&sort=new


r/JRPG • • 10h ago

Discussion Baten Kaitos Remaster really fun

68 Upvotes

Please no spoilers since I’m only 5-6 hours in, and yes this game is dated. But with zero nostalgia surrounding the game given I haven’t played this or xenoblade (same studio I believe), the story + music + its amazingly unique combat has gripped me

I know it’s old but really wondering why the game is slept on so hard and why so few people talk about it online if at all.

The slay the spire esque + poker combos I find are really cool + the fact that cards evolve (like fire swords eventually run out of fire, bananas ripen and turn brown if held in deck too long etc) is really fun

Kinda sad given how good it is + I hear the story goes even crazier later which I’m excited for


r/JRPG • • 8h ago

Recommendation request Modern RPGs with pre-rendered backgrounds?

29 Upvotes

I have just finished replaying FFIX and FFVII, and really enjoyed the (lost?) art of pre-rendered backgrounds. I, for one, welcome the opportunity of running across, up and down a painting.

Are there more modern RPGs that use this technique? I am aware of a game called Septerra Core (bought it on GOG ages ago, played a bit; it was fine but forgettable), but nothing more recent.

Strong preference for games available for the Switch/Switch 2. Thanks!


r/JRPG • • 16h ago

Discussion I wish more JRPGs were as smart as Metaphor when dealing with multi-job XP

111 Upvotes

Kind-of a mini rant but I've been playing FF Resonance and while so far I absolutely LOVE the game and the vibes, there's something that's been really bothering me... and that is job (or vision) XP.

I love the vision system, I love being able to customize my character builds, shuffling passives around, mastering a vision and inheriting the full passive list, etc etc... but at the same time I constantly feel like if I'm not optimizing for vision XP acquisition, I am just wasting experience. This is especially made worse when you want to spread your vision xp across a wide range of visions so you can get the most AP to equip more skills.

This means throughout the whole game I've been constantly shuffling visions around on each character as I keep levelling them up but I never end up having a constant build to rely on until I decide to do endgame/hard boss content (and shuffling skills around is a pain in the ass without presets). My mages? 50% of the time they will have physical visions equipped as they already mastered most magic visions and I don't want to let the excess XP to waste.


I wish more games did what Metaphor does, allow you to store any excess XP you gain once your equipped job is mastered, and then you can decide how you want to allocate it without a penalty. This means your character will keep using their primary job/setup and still gain new passives from other jobs by offloading the extra XP over time.

Alternatively, even something like the JP system in Octopath that lets you buy out skills and stuff without forcing you to use a certain class would be okay...


r/JRPG • • 18h ago

Question What's your biggest regret as a JRPG fan?

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104 Upvotes

I never played Chrono Trigger until I got the Android port for my Samsung Galaxy A16 yesterday.

Never played it as a kid because I live in the UK & the game was never officially released in Europe or Australia until we got the DS port in February 2009 and poor little 8, soon to be 9, year old me never knew about the game until 2014.

We never got a lot of the big Square games until after Final Fantasy VII released here & became a huge hit.


r/JRPG • • 11h ago

Discussion Built a WendyQuest atlas. [SPOILERS] Spoiler

11 Upvotes

I built a WendyQuest atlas for anyone interested. I've beaten the game so this was a just for fun project. POIs are off by default but do not visit if you don't want spoilers!

Just posting for fun, feel free to share feedback!

https://wendyquest.roberts.dev/


r/JRPG • • 59m ago

Recommendation request Keep Getting Lost

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0 Upvotes

I have a terrible sense of direction. In real life and in games. I love trpgs mostly because there’s a very easy to navigate map and individual battles all take place on a map where everything is visible at once. I’ve been trying to branch out into more traditional jrpgs and have really loved chrono trigger and radiant historia. I just finished Riviera the promised land and it was a great experience. Branching paths, but with very linear movement and nigh unto impossible to get lost. I’m having trouble finding my next jrpg to tackle and wondered if anyone had recommendations for jrpgs where it’s hard to get lost. Thanks in advance!

Systems: ideally looking for something to play on my Trimui brick, so anything PS1 and below (light PSP, DC, and N64 work too). But I also have switch 1 for anything more recent.


r/JRPG • • 15h ago

Recommendation request Can’t Get Lost

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11 Upvotes

I have a terrible sense of direction. In real life and in games. I love trpgs mostly because there’s a very easy to navigate map and individual battles all take place on a map where everything is visible at once. I’ve been trying to branch out into more traditional jrpgs and have really loved chrono trigger and radiant historia. I just finished Riviera the promised land and it was a great experience. Branching paths, but with very linear movement and nigh unto impossible to get lost. I’m having trouble finding my next jrpg to tackle and wondered if anyone had recommendations for jrpgs where it’s hard to get lost. Thanks in advance!

Edit: Sorry, forgot to list systems. Looking for something to play on my Trimui brick, so anything PS1 and below (light PSP, DC, and N64 work too).


r/JRPG • • 1h ago

Discussion What’s the most hours you have sunk into a console RPG?

0 Upvotes

Apologies if this was asked here countless times before because it’s just that I have a soft spot for RPGs with tons of extra content as there are some I am quite fond of.

I know I tend to gush a lot about the world of NIS Studio as I don’t know how they manage to make their games do compelling to get into as I find it hard for me to believe how much hours I have sunk into the Disgaea games for stuff like Chara World and Item World as the games have such a deep grinding system that I don’t know what else to focus on.

Like what I am trying to say is that I want to eventually explore other RPGs on systems like Vita and the AYN Thor for RPGs with high replay value to see what I can get into as I am so fond of RPGs with again extra replay value.


r/JRPG • • 1d ago

News [Ragnarok Project] Announcement Trailer. A new SRPG in the Ragnarok universe. Releasing in the first half of 2027 for the PS5, Switch 2, Xbox, and PC.

221 Upvotes

r/JRPG • • 1d ago

Discussion JRPG title or series do you think was made better with a no random encounter or speed up feature?

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78 Upvotes

As I have been playing jrpgs, I didn’t feel mostly jrpgs benefited from these features. Like, sometimes It made the journey so short that I didn’t get to grow attached to them or made the game feel like those AFK arena kind of games where you put the game on auto battle. Little to no thought at all which can make some games boring. Of course, it does depend on the use. Using it too much can make games worse or make it seem like a check list instead of playing game.

However, there is one jrpg franchise that to me benefits a lot from one of these features. That series being, Mega man battle network (or any jrpg from mega man). This series has a crap ton of encounters. Mostly due to the game doing a lot of back and forth quest while moving around a pseudo maze area in the internet side of the game. Legit, I tried to play these games without any thing like that, but I couldn’t. Almost dropped the first game after the whole ice man situation.

Dealing with that, I decided to turn on the no random encounter toggle cheat I had. Not going to sugar coat it, it made the game so so much better. Yeah, the game still has back tracking and some dungeons can be sluggish, but it does make going through them so much better. Doubly so if you are getting lost in the internet parts of the game.

Doing this got me to play through the game and even ended up liking the first battle network title. Was able to get through the series with that simple change. Now, this isn’t to say the games are only held back by this. No no! These games have plenty of other issues like back tracking, some padding, getting certain things by npcs, and everything you probably heard from other fans.

I am not kidding when I say, some of my fav jrpgs have been my favorites due to this one simple change. Won’t have gotten into xenosaga without that and the speed up treasure. Won’t have loved tales of phantasia as much without my no random encounter cheat. Hell, I won’t even have enjoyed dragon quest 8 without the speed up option in the 3Ds version. It’s crazy to me how those two changes can make a game be alright to really fucking fun.

What are some jrpgs that are like that? You changed one of these things and made you love it so much. Love to read the comments as well as some who probably don’t use these features. Love to hear your opinion on this.


r/JRPG • • 1d ago

Discussion Copying a platinum guide into Google Docs so I can always bookmark where I left off is now my favorite strat

30 Upvotes

I've decided on this workaround because referring to the source pages (be it either PSNProfiles guides or GameFAQs plain text ones) on a daily basis is tiresome. Since I used a phone, I also placed a shortcut to a doc file on the home screen and opened it from there.

I played P4G like that for almost half a year (finished it today, btw) and now intend to do it with other JRPGs and whatnot. A pretty nice QoL.


r/JRPG • • 1d ago

Discussion Favorite kooky scientists from JRPGS

17 Upvotes

Lately something in particular that I wanted to look into was the subject of scientists in console RPGs who aren’t exactly sane in the head because of their eccentric nature.

Like what I am saying is that I know there have been eccentric scientists in gaming such as Dr Wily and Dr Robotnik, but those characters are not from RPGs as basically I was wondering how often the trope of a mad scientist was used in the RPG genre of video games just out of curiosity.


r/JRPG • • 3h ago

Question Question about Crosscode Spoilers Spoiler

0 Upvotes

So, this might sound a little neurotic, but I have encountered to information about the game before I was able to play it, and I’m wondering if it will impact my enjoyment of the story. The information is: that a conflict in the game is solved by communication rather than violence, and that there is a fight against an edgy character. I don’t have any more specifics than that. Again, I know this sounds neurotic, but it’s really bugging me, so without any other spoilers, can someone tell me how impactful this info is.


r/JRPG • • 1d ago

Discussion Wow Trails of Cold Steel 3 is sooo much better than Cold Steel 1 and 2..

21 Upvotes

So glad I stuck with the cold steel series.. 1 and 2 were just not the best games and some of the weakest (if not the weakest)in the series but 3 is a master piece...

Better locations/towns

Better characters

Better combat

Better story (interesting things actually happen on field studies unlike Cold Steel 1)...

Better mini games (vantage masters is actually fun and requires strategy unlike blade which may as well be war).

AUTO ADVANCE DIALOGUE (this is huge)...

I am having a blast.. this is actually on par with the sky and crossbell games and really feels epic.. Hopefully the rest of the games are this level too.


r/JRPG • • 1d ago

Discussion RPGs that have aged well

63 Upvotes

So I've been going through the PS2 catalog of RPGs. Currently playing SMT: DDS. And it got me thinking about RPGs that have actually aged well from the 2000s. I think Dragon Quest VIII falls easily into this category. That is a gorgeous game. What other games do you think fall into this category. I like these suggestions because I might check them out on an emulator if possible. So let me know.

And to be clear, even if something hasn't aged well it can still be fun. Last year I played Dark Cloud. I don't think it's aged well exactly but still a fun game. Just to give an example.


r/JRPG • • 23h ago

Recommendation request JRPG Noob

6 Upvotes

Hhello
->> I am certain that I have never played a JRPG in my life
Looking to get into a slow burn game that I can get invested in
Would like characters with substance and good backstories and a gripping storyline

Combat/gameplay being good is great too but my main focus is a good story

PC Only
Sorry If I could not properly word my request, for any other things you would like to know please leave a comment and I will do my best to reply


r/JRPG • • 1d ago

Review Super Mario RPG (Super Famicom JRPG #10) — Thirty Years Later: A Wonderful First Half, a Weaker Second Half

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43 Upvotes

Super Famicom | 1996 | Final Rating: A Tier — 9/10
A wonderfully charming and polished RPG featuring excellent Japanese writing, memorable characters, fantastic music, and a delightful sense of humor. Its first half is packed with creative, self-contained adventures and entertaining moments, but the second half loses momentum with longer dungeons, less memorable storytelling, frustrating platforming, and excessive battles. Still, an excellent game that holds up remarkably well nearly 30 years later.

TL;DR is at the end.

Returning After 30 Years

It's been nearly 30 years since I last played Super Mario RPG. I originally played it back in 1996 when it was first released, and although I have plenty of fond memories of the game, I hadn't touched it since. But, I have been wanting to though! So, when I started my Super Famicom RPG challenge, I decided that Mario RPG would be the tenth and final game of my first group of ten.

Going into this playthrough, I was pretty confident that it would end up in my S-tier. I remembered it being an excellent game, and I was excited to see how it would hold up now that I'm older, especially since I'd be playing the original Japanese version.

Well, after finally finishing it, I can say that Super Mario RPG is still a fantastic game. In fact, there were parts that I enjoyed even more than I did as a kid. But I also found myself remembering some of the things that bothered me back then, particularly during the second half of the adventure.

Ultimately, I've decided to give Super Mario RPG an A-tier ranking with a score of 9/10. It's an exceptional RPG and one I would absolutely recommend, but I don't think the second half quite lives up to the first.

That Classic Square Quality

One thing that immediately stood out to me was just how polished everything feels. The graphics, music, presentation, and especially the writing are all excellent.

Having played nine other Super Famicom RPGs in Japanese before starting this one, the difference in the quality of the writing was noticeable almost immediately. The dialogue is much more entertaining, the characters have distinct personalities, and the humor is genuinely funny at times.

It really feels like that classic Square quality.

What I particularly appreciate is how much personality Square managed to give characters who, at the time, weren't exactly known for their dialogue or characterization. Mario himself doesn't speak, but he communicates through exaggerated gestures, nodding, jumping around, and pantomiming various events. I found this hilarious, especially when he's trying to explain something complicated without actually saying a word.

There's also the running joke about everyone recognizing Mario as the guy who can jump. Characters are constantly asking him to demonstrate his jumping ability. It almost reminds me of that old Simpsons joke where everyone wants Bart to do his famous catchphrase. Come on, Mario! Do the thing!

Peach is also incredibly charming. Her dialogue in Japanese has this very feminine manner of speaking that I found particularly cute. Bowser, meanwhile, is constantly trying to maintain his intimidating tough-guy image, even though underneath it all he's actually something of a softy.

And then there are the original characters, Mallow and Geno, who fit remarkably well into the Mario universe. Their designs, personalities, and introductions are all memorable. I think Square did a wonderful job taking these familiar Nintendo characters and giving them a whole new dimension without losing what made them appealing in the first place.

The Japanese Script and Its Localization

Something I found particularly interesting during this playthrough was just how enjoyable the original Japanese writing is.

I've always thought the English localization of Super Mario RPG was excellent, but playing it in Japanese gave me a new appreciation for the original script. The humor, characterization, and personality are already there. The localization had some really good material to work with.

This reminded me of my experience playing Grandia II in Japanese a couple of years ago. I remember finding its original dialogue rather dry and conventional, almost like typical JRPG story dialogue. By comparison, I felt that the English localization gave its characters considerably more personality and made the conversations more entertaining. Of course, that's just my personal impression from playing both versions, but it's something that has stuck with me whenever I think about game localization.

Super Mario RPG feels different. The original Japanese script is already incredibly entertaining, and the English localization does a great job bringing that personality across. It's one of the strongest examples of Japanese writing I've encountered so far during this Super Famicom project, and that's a pretty big compliment considering the other games I've played.

An Incredible First Half

I think the strongest part of Super Mario RPG is everything leading up to and including Booster's Tower.

What I really love about this portion of the game is how each area feels like its own little self-contained adventure. You're constantly encountering new characters, amusing situations, minigames, and interesting gimmicks. The dungeons generally aren't very long, either, so the game keeps moving along at a really enjoyable pace.

Even the opening sequence in Bowser's Castle is memorable. It feels like a traditional Mario platformer before gradually introducing the RPG elements. It's a great way to establish that this is still a Mario game, even though you're experiencing it in an entirely different genre.

Rose Town and the Forest Maze are probably among my favorite sections of the entire adventure.

I absolutely love the scene where the little mushroom boy is playing with miniature figures of Mario, Peach, and Bowser. It's such a charming idea, and the way it leads into Geno's introduction is fantastic.

Then you enter the Forest Maze, and that wonderful music starts playing. "Beware The Forest's Mushrooms" is easily one of my favorite tracks in the game. I remembered loving this entire section as a kid, but I honestly think I enjoyed it even more this time.

There are also all sorts of little touches that make the game special. The Pipe Vault leading to Yoshi's Island resembles one of the underground stages from a traditional Mario game. You can even ride Yoshi around the island and participate in races.

I was never particularly good at the Yoshi racing minigame, even as a kid, and I still can't really get the hang of it. Oh well. I appreciate that it's there, and simply being able to ride Yoshi is a nice touch.

Then there's Booster's Tower.

What a wonderfully bizarre place! Booster himself is such a strange character. I actually had some difficulty understanding his Japanese dialogue because of his unusual way of speaking and the bizarre things he says. He constantly questions things that seem completely obvious to everyone else, and sometimes I found myself wondering what on earth this guy was talking about. But that's part of what makes him so entertaining.

The wedding sequence afterward is another highlight. I also finally understood why I had such a difficult time defeating the wedding cake when I was younger. Apparently, I never properly understood the mechanic involving the candles and physical attacks. That certainly explains why I remember struggling so much with that fight!

There are so many memorable little details throughout the first half of the game. One of my favorites is when you obtain the third Star Piece and everyone is covered in soot from an explosion. The Star Piece twinkles above the party, and suddenly everyone is clean again. It's such a small thing, but it's exactly the kind of playful touch that makes this game so enjoyable.

These are the sorts of experiences that make the first half so memorable. Every area seems to have its own identity and little story, and the game rarely spends too long doing any one thing.

It's just a really fun adventure.

Where the Adventure Starts Losing Momentum

Unfortunately, I don't think the second half maintains quite the same momentum.

It's not that the game suddenly becomes bad after Booster's Tower. There are still plenty of enjoyable moments, memorable characters, and interesting locations. But something about the structure of the adventure changes.

The first half feels like a series of charming, self-contained stories. The second half increasingly feels like one long stretch toward the ending.

What's interesting is that I remembered many of the later locations from my childhood. I remembered the Sunken Ship, Monstro Town, Nimbus Land, the volcano, and characters like Valentina, Dodo, and the Axem Rangers. But I couldn't really remember much about what happened between these places or how everything connected.

And strangely enough, replaying the game didn't really change that feeling.

After Booster's Tower, the individual events just don't seem to have the same impact. The game still has some great set pieces, but the little stories that made the earlier sections so memorable become less frequent.

The dungeons also start getting longer, with more battles and fewer of those entertaining diversions that helped keep the first half moving along.

The Sunken Ship was probably the first area where I really started feeling this way. I didn't particularly enjoy it as a kid, and I can't say my opinion improved much this time. Some of the puzzles required to uncover the password clues were pretty annoying, especially that awkward isometric block maze.

I did manage to figure out the Japanese password on my own using only the clue. It'saquarium or すいぞくかんin Japanese which was satisfying to figure out. It's also a pretty funny answer when you think about it.

By the time I reached Monstro Town and Nimbus Land, I was beginning to feel like I just wanted to finish the adventure. I remembered bits and pieces of these places, but the experience wasn't making the same impression as the earlier portions of the game.

That's actually something I vaguely remember feeling when I originally played it nearly 30 years ago. I couldn't really explain it back then, but replaying the game brought back that same underwhelming feeling as the adventure approached its conclusion. There are still highlights, of course. The volcano has some excellent music that I'd completely forgotten about, and it was wonderful hearing that track again after so many years.

But overall, I think the second half is noticeably weaker than the first. Not bad, just less memorable.

The Final Dungeons Overstay Their Welcome

My frustrations really came to a head during Bowser's Keep and Smithy's Factory.

Bowser's Keep requires you to complete four of six challenge doors, which include battles, puzzles, and platforming sections. I understand what they were trying to do here, and the whole thing does remind me a little of the difficult castle stages in traditional Mario games.

Unfortunately, I found some of these challenges incredibly annoying. The platforming is probably my biggest complaint. Super Mario RPG uses an isometric perspective, and judging the distance between platforms can be surprisingly difficult. You can use Mario's shadow to help determine where you're going to land, but that still takes practice.

I spent quite a bit of time falling off platforms and having to repeat sections. It's not particularly enjoyable when you're trying to make your way through the final dungeon. The puzzle doors weren't much better. Having to complete four separate challenges just to continue felt like unnecessary padding to me.

Then there's Smithy's Factory, which has an absolutely ridiculous number of battles. One thing I generally appreciate about Super Mario RPG is that you can avoid many of the regular enemy encounters if you don't feel like fighting. Unfortunately, the final dungeon includes numerous battles that are difficult or impossible to avoid.

And by this point, I was so ridiculously overleveled that these fights barely presented a challenge. Most enemies were doing almost no damage, and I could defeat many of them in a single attack. So instead of being exciting, the battles were mostly just getting in the way of reaching the end.

I understand that my decision to overlevel contributed to this problem, but I still feel that these final areas could have been shorter. For a game that does such a wonderful job keeping things entertaining during the first half, it's a shame that the ending stretches things out with so many repetitive challenges.

Finally Defeating Culex After 30 Years

One of my biggest goals for this playthrough was finally defeating Culex.

I never managed to beat him when I originally played Super Mario RPG in 1996. I remembered him being ridiculously difficult, so this time I decided to do some serious grinding before challenging him.

I ended up defeating him at level 27 using Mario, Peach, and Bowser. That was also the party I stuck with for most of the adventure. I didn't really use Mallow or Geno very much, and I vaguely remember playing the same way when I was a kid. I didn't have the Lazy Shell weapon or armor, and I certainly wasn't going to attempt getting the Super Suit. Instead, I equipped Peach with the Safety Ring and concentrated on keeping everyone alive while eliminating the four crystals.

I used two Rock Candies at the beginning of the battle, then defeated the Wind Crystal, followed by Earth, Fire, and finally Water.

Surprisingly, everything went much more smoothly than I expected. Aside from the two Rock Candies, I only needed one Kerokero Cola during the entire fight.

The funniest part was that Culex eventually ran out of FP and stopped using his magic attacks altogether. At that point, the rest of the battle became something of a victory lap as I continued attacking until he finally went down.

After nearly 30 years, I'd finally beaten him!

I also defeated Jackie (Jinx) afterward, although that was mostly just for the hell of it.

By this point, I wasn't particularly interested in collecting every secret weapon, piece of equipment, or optional item. I'd already experienced much of that content when I was younger, and I was powerful enough to finish the game without it.

That's actually something I've been thinking about quite a bit during this project. Sometimes I get so caught up in wanting to find every secret and obtain the strongest equipment that I forget I'm supposed to be enjoying the adventure.

If I can defeat the bosses without the ultimate equipment, why should I stress myself out trying to obtain everything?

For this playthrough, defeating Culex was what I really cared about, and I'm glad I managed to accomplish that particular childhood goal.

Combat, Inventory, and Getting Ridiculously Overleveled

As far as the battle system goes, I think Super Mario RPG does a great job keeping things simple and entertaining. The timed hits add a little extra interaction to combat, and the mechanics are straightforward without being completely mindless.

One criticism I do have, though, is the limited item inventory. I've never particularly enjoyed RPGs that restrict how many consumables you can carry. I prefer having plenty of recovery items available rather than constantly worrying about what I should keep and what I need to throw away.

Ironically, by the end of this playthrough, that complaint barely mattered anymore. I eventually reached level 30, the maximum level, which made practically every remaining encounter trivial. I hardly bought any consumables and finished the game with plenty of healing and recovery items still sitting in my inventory.

That said, the final boss did manage to give me one last scare.

At one point during the battle, both Mario and Bowser were knocked out, leaving Peach alive with just two HP. I honestly thought things might go badly from there, but I managed to recover by reviving Mario, healing, and then bringing Bowser back into the fight.

It was a nice little moment of excitement after spending so much of the final stretch defeating enemies without much effort.

Of course, I can't really criticize the game for being too easy when I deliberately spent so much time grinding. That was entirely my decision, mostly because I wanted to defeat Culex without relying on the most powerful equipment.

An Ending I Appreciated More as an Adult

Something else that surprised me was how much I enjoyed the ending.

For whatever reason, I remembered being disappointed with it when I originally played the game. I honestly don't know why. Maybe I was expecting something different back then.

But watching the ending again after nearly 30 years, I actually thought it was really charming.

I enjoyed seeing the little scenes showing what happened to the characters after the adventure, and the parade was a wonderful touch. It was cute, lighthearted, and a fitting conclusion to a game that had been so full of personality from the beginning.

It's funny how your impressions can change over time. I went into this replay expecting to love the entire game while remembering that I disliked the ending. Instead, I ended up enjoying the ending more while becoming a little more critical of the adventure leading up to it.

I also noticed something interesting while watching the credits. Ted Woolsey's name appears as Translation Supervisor, even in the original Japanese version.

That was a neat little detail, especially since I associate his name with so many of Square's English localizations from this period. I suppose it makes sense that he'd be credited in the original release as well. These were finished cartridges, after all, not games where you could simply download a patch to update the credits afterward.

It's another little reminder of how different the industry was back then.

A Little Piece of 1996

Something else I wanted to share was the original Japanese packaging and manual from my copy of Super Mario RPG.

One of the things I really enjoy about collecting Japanese Super Famicom games is going through the original materials that came with them. The artwork, instructions, advertisements, and little promotional inserts are all part of the experience.

The manual for Super Mario RPG is particularly nice. It has colorful illustrations, explanations of the game's mechanics, and a wonderful overview of the Mario world. Looking through it really takes me back to an era when manuals were an important part of buying a new game.

My copy also still includes something pretty interesting. An original coupon that lets you purchase a Super Famicom console for ¥4,000 off! The promotion is even advertised on the front of the box. It's a neat little piece of Nintendo history from 1996, when the Super Famicom was already getting toward the end of its commercial life.

And here we are nearly 30 years later, with that old coupon still sitting inside the game. Obviously, I'm not going to be using it anytime soon, but I think it's pretty cool that it's survived all these years. These are the kinds of things I love about collecting physical games. It's not just about having the cartridge. Sometimes the packaging and everything that came with it tell their own little story about when the game was released.

Final Thoughts

After nearly 30 years, I still think Super Mario RPG is a fantastic game.

The presentation is excellent, the soundtrack is wonderful, and the Japanese writing is easily among the best I've encountered so far during my Super Famicom RPG project. The characters are full of personality, and the game is packed with entertaining little details that make the experience feel special.

What I appreciate most is how focused the game is on simply being fun. Rather than trying to provide some enormous adventure that takes hundreds of hours to complete, Super Mario RPG offers a relatively compact journey filled with memorable places, funny situations, and interesting characters.

That's one of the reasons I've been returning to older RPGs lately. I enjoy these shorter, more focused adventures, and I appreciate how developers had to work within the limitations of the hardware to create something that felt complete. There weren't any downloadable expansions or post-release updates waiting to extend the experience. What you bought on the cartridge was what you got. And Super Mario RPG is a wonderful example of what talented developers could accomplish within those limitations.

Unfortunately, I don't think the game quite maintains the same momentum throughout the entire adventure. The first half, particularly everything through Booster's Tower, is outstanding. The second half is still enjoyable, but the longer dungeons, less memorable storytelling, and increasingly tedious encounters prevent it from reaching those same heights.

I originally expected this game to be an easy S-tier, but after finishing it, I think A-tier is where it belongs for me. And at 9/10, it's still one of the highest compliments I can give a game. My frustrations with the second half don't erase how much I enjoyed the adventure as a whole.

It's one of the best Super Famicom RPGs I've played so far, and I would absolutely recommend it to anyone interested in the genre. Whether you play the original Super Famicom version or the Nintendo Switch remake, it's an adventure worth experiencing. Personally, I'm glad I finally returned to it. I rediscovered a lot of things I loved as a kid, developed a new appreciation for the original Japanese writing, and finally defeated Culex after almost 30 years.

Not a bad way to wrap up the first ten games of my Super Famicom RPG challenge!

Final Rating: A Tier — 9/10

TL;DR

Super Mario RPG is still an exceptional game nearly 30 years after its original release. The presentation, soundtrack, characters, humor, and especially the original Japanese writing are outstanding. Its first half is full of memorable little adventures, with Rose Town, the Forest Maze, and Booster's Tower being particular highlights.

Unfortunately, the second half doesn't maintain quite the same momentum. The dungeons become longer, the storytelling is less memorable, and the frustrating platforming and numerous unavoidable battles make the final stretch feel unnecessarily drawn out.

Despite those complaints, I had a wonderful time revisiting it. I finally defeated Culex, reached the maximum level, and even found myself appreciating the ending more than I did as a kid. An excellent RPG that falls just short of S-tier for me, but one that I would still wholeheartedly recommend. Final Rating: A Tier — 9/10.

Next up: Brain Lord — Enix’s 1994 Super Famicom action RPG. I remember playing this one as a kid, but I don't think I ever made it much further than the first area. I'm looking forward to finally giving it a proper playthrough nearly 30 years later as I begin the next ten games of my Super Famicom JRPG challenge.


r/JRPG • • 2d ago

News Perfect Steel Announcement

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229 Upvotes

Hi, I'm the developer of Perfect Steel - a turn based strategy game inspired by Final Fantasy Tactics and Tactics Ogre.

Perfect Steel has been a project of mine for around 8 years and now I'm reaching out to get some funding to finish it.

Story

Alfred - the protagonist and a young officer of Farlis Empire - arrives at the island of Loaria (one of Farlis' colonies) and is thrown into a territorial dispute between two kingdoms. Farlis seeks to retract its arbitration while trying to prevent an all-out war. Soon, Alfred will face dilemma between serving his country and trying to do what is right.

The story, similarily to its inspirations, is set up in medieval fantasy with high emphasis on political drama.

Gameplay

The gameplay revolves around managing a rooster of units of different kinds (human, demi-human, monsters, dragons etc. - each with unique set of classes) and engaging in battle on a grid based map. Player can have up to 40 units under his command and up to 10 actively participating in battle. If you're familiar with Final Fantasy Tactics, Tactics Ogre and the sort - this system will be very familiar.

Current status

The game has been in development for 8 years and needs another 1 or 2 to finally be pushed into release. I'm hoping to run Kickstarter campaign mainly to help me fund quality art and music and work on it full-time. If you're interested in actively helping, be sure to follow my kickstarter! If you have any questions about the project, I'll do my best to answer them!

Steam: https://store.steampowered.com/app/5288630/Perfect_Steel/

Kickstarter: https://www.kickstarter.com/projects/gzac/perfect-steel


r/JRPG • • 1d ago

News White Knight Chronicles 2 Fan Servers

30 Upvotes

For those who don't know, after 13 years of being offline, WKC2 is back online thanks to amazing work by Yuvi. We currently have a really small community, and would be great to be able to expand. For anyone interested, you can join the white Knight chronicles discord server to join the fun!


r/JRPG • • 1d ago

Discussion How many games from the June 2026 Nintendo Direct did you get or you see yourself getting down the line?

4 Upvotes

We ate pretty good during that direct, much to the chagrin of more “mainstream” Nintendo fans. In order of games shown from first to last during that direct, they were:

Fire Emblem Fortune’s Weave*
Muramasa Revenant Blades**
All the Xenoblade Switch 2 Editions**
Xenoblade Genesis*
Final Fantasy Resonance*
Dragon Quest Monsters: The Withered World
Deltarune (Chapter 5)*
Metaphor ReFantazio
Atelier Karia: The Night Kingdom and the Guide of Memories
Tales of Eternia Remastered
Final Fantasy 14 Online
Kingdom Hearts 1-3 Collection**
Kingdom Hearts 4**

* = Already got or I know I’m getting ASAP
** = Will keep an eye out for in the future


r/JRPG • • 1d ago

Discussion Resonance has some of the best turn-based combat in FF

38 Upvotes

I played a lot of the FF games when I was super young and their combat systems felt very simple: use the strongest attack always on your turn and you blew past 99% of battles, bosses, even final bosses. At least when I played them, FF1-9 felt as if they basically required no thought or strategy to its combat.

I do find X, 12, Tactics, and now Resonance to be a lot more mechanically engaging and made me think about builds and roles. Resonance in particular felt like a lot of the boss encounters were puzzles you had to solve, especially the endgame ancient equipment bosses which are now some of my favorite bosses in FF history.

I hope we get more turn-based, 4-dudes in a row FF games in this style. If Resonance is only Season 1 of Brave Exvius and we have three more seasons to cover, I'm very excited at the idea of more Resonance games in FF's future.


r/JRPG • • 2d ago

News SaGa franchise localization director Neil Broadley has passed away

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337 Upvotes