Professional Documents
Culture Documents
Playing Games
Japanese Role -
A Guide to
BBJRPG01
BITMAP 2021
The Author and Publisher have used their very best endeavours to obtain express permission for the
reproduction in this book of all third-party copyright material. If you can show that you own copyright
in any material reproduced in this book and that we have not obtained permission from you for its
inclusion, please get in touch with us. A CIP catalogue record for this book is available from the British
Library. All rights reserved. No part of this publication may be reproduced or transmitted in any form or
by any means, or stored in any retrieval system of any nature, without prior written permission, except
for permitted fair dealing under the Copyright, Designs and Patents Act 1988 (as amended) or other
applicable law. Application for permission should be made to the publisher. All games featured are the
property of the copyright owners. Their images have been used respectfully purely for review purposes.
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Table of
Contents
Introduction 3 Final Fantasy 124
Contributors 4 Shin Megami Tensei and Persona 152
What is a JRPG? 6 Namco’s Tales of… series 178
A History of RPGs in Japan 9 Other Franchises 196
Localisation 16 Action RPGs 428
Soundtracks 20 Strategy RPGs 492
Anime 22 First-Person Dungeon Crawlers 556
Attack and Dethrone God 24 Japanese Rogue-likes 580
Remakes 26 Monster-Collecting RPGs 594
Japanese PC RPGs 28 Miscellaneous RPGs 612
Falcom 74 Index 644
Dragon Quest 110
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Introduction
I first became enamoured with Japanese role- genre’s diversity, especially across the many, many,
playing games when I was nine years old, thanks many games that have never been released in
to a strategy guide in Nintendo Power in late 1990. English, and some that are even forgotten in their
It was a whole issue devoted to a then-forthcoming native country.
RPG called Final Fantasy. I studied it thoroughly, This book is organised into a few major
preparing myself for when I could actually get the sections. First, there are some essays that explain
game, which ended up being a Christmas present. our definition of a Japanese RPG, and a quick
I wasn’t disappointed. overview of their history over the years, as well
However, it was rough going for budding as some other related articles. The bulk of the
RPG fans of the era. While the genre was on fire in book features reviews of various titles. First, we’ll
Japan, that success didn’t quite translate outside of go over the Japanese PC titles that birthed the
the country. American boys, I was told, only liked genre, including many works by Nihon Falcom.
action and sports games. I liked these too, but I also Subsequent chapters look at the most prolific
enjoyed the sprawling adventures, fantastical plots, franchises in the genre, including Dragon Quest,
and enormous bestiaries role-playing games had. Final Fantasy, Shin Megami Tensei, and Tales of…
For the 16-bit era, I elected to get a SEGA Then we’ll look at small series, before drilling
Genesis, mostly because of Sonic the Hedgehog, down into individual titles. After this, chapters
but I was exposed to a few RPGs of the time, focus on different sub-genres: action RPGs,
like Phantasy Star II and Lunar: The Silver Star. strategy RPGs, Rogue-likes, first-person dungeon
But things changed in late 1996, when my little crawlers, and monster-collecting games. The last
brother bought a cheap SNES at Funcoland. chapter includes various miscellaneous pieces,
I mentioned this offhand to one of my friends like MMORPGs based on Japanese franchises,
at school, who returned the next day with Final Western-developed JRPGs, and a handful of adult
Fantasy III, raving about how awesome it was and RPGs and sports RPGs.
demanding that I play it. He wasn’t wrong – I was
immediately in love, and ended up buying my Please enjoy!
own copy at a local video store. Afterwards came
Chrono Trigger and Secret of Mana. I dug out Kurt Kalata
my Genesis again and grabbed Phantasy Star IV January 2021
and Lunar: Eternal Blue. On 3rd September 1997,
the day Final Fantasy VII came out, and both my
brother and I pooled our money so we could buy
it, along with a brand new PlayStation. From then,
I was hooked. Almost every new RPG that came
out, I had to buy. This was a great time to get into
Japanese RPGs too, since the success of Final
Fantasy VII had opened the floodgates for more of
them to come out in English.
The book you’re reading is the culmination
of 30 years of playing and studying Japanese
RPGs. It’s not just my experiences, though, as it
also includes contributions from over 30 other
writers, covering well over 600 games. The
definition of “Japanese RPG” has been (and will
continue to be) argued over for a long time, and
there are tons more that aren’t featured here.
But we’ve chosen a wide variety of the best, most
popular, and most interesting titles released since
their inception back in 1982 all the way up to the
present day. My hope is that you’ll come into this
book looking to learn more about your favourite
titles, find yourself discovering some of the lesser
known entries, and gain an understanding of the
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Contributors
Audie Bassow is a student living in Elizabeth Henges is a freelance gaming Luigi, Mega Man Battle Network & Mega
Portland, Oregon, who’s passionate about journalist who’s worked at Gamasutra, Man Star Force, Mega Man X: Command
retro sound hardware and game music. Kotaku, RPG Site, and more. She’s also the Mission, Paper Mario, Radiata Stories,
Contribution: Magical Vacation. mother of one beautiful cat named Sissel. Robopon, Septerra Core: Legacy of the
Contributions: Atelier, Ar tonelico. Creator, Tales of Legendia, The World
Anson Oliver is from Ontario, Canada Ends With You, Yakuza.
where he lives with his two kids and Elmon Dean Todd is the author
partner and is slowly turning them of the Godshard Chronicles (www. Justin Guillou is a game collector, writer
into big fans of JRPGs. Contributions: godshard.com), a review writer for and contributor to Operation Rainfall
Archaic Sealed Heart, CIMA, Shadow RPGamer, and a police officer. You can along with being a co-host for XenoChat
Madness, Chaos Rings. find him on Instagram and Twitter: – a podcast dedicated to discussing
@saiyancop. Contribution: Dark Wizard. Xenogears, Xenosaga and Xenoblade.
Audi Sorlie is an author and game Contributions: Xenoblade, Xenosaga.
producer most well known for his Eric Titus spends his time in Chicago
complete retrospectives and work in with his wife and perennially scared cat, Kurt Kalata is the founder and editor-
video game music. Contributions: when he’s not writing guides for games in-chief of Hardcore Gaming 101 (HG101),
Rance, Toushin Toshi. twelve people will play. You can find his and also put together much of this book!
scribbles at @GrimyGolem on Twitter. He lives in New Jersey, USA, with his wife,
Bryan Cebulski is a journalist, media Contribution: Cosmic Soldier. daughter, and two cats. Contributions:
critic and aspiring point-and-click Everything else!
adventure protagonist living in a George J. Horvath hails from Central
tiny house in the woods of Northern New Jersey, and loves exploring into the Leon Staton is an East Asian micro-
California. Contribution: Wild Arms. forgotten and obscure, especially when it computer media generalist and streamer,
comes to anime, manga, and video games. known for the #PasokonSunday showcase
Bryan Ochalla lives in Austin, Texas, with You can find his long-form thoughts series on Twitter (@dragenregalia).
his husband, David. He does his best to at his blog, The Land of Obscusion. Currently working on a website and video
keep his 13-year-old blog, The Gay Gamer, Contribution: Super Robot Wars. series discussing classic, overlooked
going when he’s not writing about PC software and hardware from Japan,
other topics for a living. Contributions: James Galizio is a regular contributor Korea, and China from the turn of ’80s
A Witch’s Tale, Ever Oasis, The Alliance to RPG Site, and has been writing about to today. Contributions: Code Name
Alive, The Legend of Legacy. games and RPGs for most of his adult S.T.E.A.M., Gage, Relics, Kumdor no Ken,
life. You can follow him on Twitter, Wind’s Seed, Lunatic Dawn.
Carrie Wood works as a reporter, but @Theswweet. Contributions: Legend of
she has also enjoyed writing about her the Heroes: Trails in the Sky and Cold Leonardo Lira is a freelance writer who
hobbies, having penned books on the Steel, Ao and Zero no Kiseki, Ys IX. is passionate about obscure JRPGs and
video game and tabletop industries. will finish even the clunkiest of them
She lives in Owings Mills, Maryland, Joe Brown spends his days in the idyllic to find a hidden gem. Contribution:
with her husband and their two cats, North Carolina countryside with his Sol Trigger.
Ganon and Zelda, and she hopes she wife and two cats. Still uses ZSNES.
lives long enough to see a Golden Sun 4. Contribution: Mystaria. Luke Maxwell is a writer from Dublin
Contributions: Kingdom Hearts, Digimon, covering food, film and games.
Rune Factory, Golden Sun, Baten Kaitos, John Harris wrote the Rogue-like column Contribution: Dragon Quest X.
Monster Rancher, Beyond the Beyond. @Play for GameSetWatch, various
features and Q&As for Gamasutra, and Marisa Alexander is a writer for Operation
Chris Hatala has a love of video games a number of gaming ebooks available Rainfall, where they like to delve into
that has led him to direct international at www.itch.io. Contributions: Mystery unfamiliar topics. New or old, they are
events, set world records, compete semi- Dungeon, Izuna, Z.H.P. willing to explore anything of interest.
professionally, and found a business Contributions: Brigandine, Gungnir.
that entertains and trains through Jonathan Kaharl is an obscure games
gaming. Romhacking Phantasy Star and critic and HG101 writer. He enjoys lo-fi Mathias Nowatzki is German guy
podcasting about fan translations are tech aesthetics and is working on a Mass who’s bad at skill-based games and
his latest adventures! Say hi on Twitter: Effect book. Contributions: Contact, has thus played mostly RPGs since
@Ghaleon. Contribution: Dragon Force. Dark Cloud, Infinite Space, Mario & falling for the genre on the SNES with
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Secret of Mana and Terranigma. He Heaven & Earth (Soul Blazer, Illusion Word on the Wind is a stubborn, loud-
sends his random thoughts into the of Gaia, Terranigma, Granstream mouthed trans woman with a passion for
void as @cursedblessing on Twitter. Saga), Robotrek, SaGa Frontier 1 & 2, sizeable mammaries and video games.
Contributions: Crimson Shroud, Fantasy Saiyuki, SoulsBorne, Stella Deus, Stella She’s a regular on HG101’s Top 47K
Life, Jade Cocoon. Glow, Suikoden Tactics, Tenshi no Uta, Games audio show. Contributions: Final
Treasure Hunter G, Unlimited Saga, Fantasy Legend, Romancing SaGa, SaGa:
Michael Gridman has been playing JRPGs Valkyrie Profile: Covenant of the Plume, Scarlet Grace, Pokémon, Breath of Fire,
since Dragon Warrior. He’s currently Vanguard Bandits, Xak. Mother/EarthBound, Rudro no Hihou,
working on a book about first-person The Last Remnant, Final Fantasy XIV.
dungeon crawlers, tentatively titled Sraëka Lillian is an interstitial game
The DRPG Book (www.drpgbook.com). designer, programmer, and critic in Special thanks go to: Felipe Pepe,
Contributions: Elminage, Labyrinth of Toronto. Contribution: Battle Chasers: the author of The CRPG Book (also
Refrain, Stranger of Sword City. Nightwar. published by Bitmap Books), which laid
the foundation that helped formulate this
Patrick Griffin writes a blog about Stephanie Sybydlo (known online as book from a vague idea into an actual
Japanese RPGs at www.JRPG.moe. He’s DiceSMS) has been playing games and workable project (and by providing a
currently living in Japan, working on drawing since before she could fully form working copy of Samurai Mech at the
his language skills and naming sense. sentences. Unable to write or program last minute); Sam Dyer, head of Bitmap
Contributions: Medarot, Hero Must Die. for the next big game, she passionately Books, for believing in and funding this
pursues creative venues in the industry project; Joseph Redon at the Japanese
Phil O’Donnell III is a film, animation, and has worked on numerous indie Game Preservation Society for his
and video game enthusiast from Central games and commercial projects. help providing some of the very early
New York, who also runs the Pro Gent Contribution: Cover artwork. PC games; John Szczepaniak for his
Show on YouTube. Contributions: invaluable Untold History of Japanese
Pokémon Conquest, Rondo of Swords, Steven Barbato is a lifelong gaming Game Developers volumes; Simon Carless
Lost Kingdoms, Project X Zone. enthusiast, passionate JRPG fan, and of MobyGames and Ken Horowitz of
dog lover, who contributes to HG101. SEGA-16 for allowing use of some of
Quentin H. has been a journalist in the Contributions: Last Rebellion, Dragon the images from their archives; Robert
games industry since 2015, and first fell Star Varnir. Fenner for fact-checking; Karen Giles for
in love with JRPGs thanks to the Lunar proofreading; Hanenashi no Error for his
series, localised by Working Designs in Thomas Nickel is often busy, teaching examinations of video game localisations
the ’90s. Contribution: Pier Solar. game history and game design at various (and helping me brush up on my
German schools and universities, writing Japanese!); Sam Derboo, whose ‘Dark Age
Queuethulu @queuethulu on Twitter. for print-magazine M!Games, working of JRPG’ column at HG101 kickstarted
Contribution: Sigma Harmonics. on his own game for the good old research into early PC RPGs; Samuel
Game Boy. You can find him on Twitter Messner for digging up some interesting,
Richard “The Great Klaid” Morgan is @bimbofortuna. Contributions: Final previously unknown titbits; Eirikr J.
a wargame enthusiast and MMO addict. Fantasy Crystal Chronicles, .hack, Smith for QCing Shin Megami Tensei;
The only time he stopped was to beat Evergrace, Eternal Ring, Lord of the Jeff Nussbaum for helping QC the Falcom
every Final Fantasy; they’ve made a few Rings: The Third Age, Lost Sphear. parts; Pat R, David DeRienzo, Alexander
since then. Currently hosting the Top47k Case, and many of the other RPG review
games podcast. Contribution: Final Tyler Trosper writes news articles for contributors to HG101 over the years; my
Fantasy XI. RPGFan. As a huge fan of the PlayStation 2 wife Sophia and daughter Violetta for their
classic Xenosaga, he hopes one day for love and support (and help with screen
Robert Fenner is a games journalist the series’ glorious return. Contribution: capturing!); and my parents, for indulging
and podcaster who still occasionally Super Robot Taisen OG Saga: Endless my hobby as a teenager. Also thanks
enjoys freelancing for HG101. Originally Frontier. to invaluable Japanese sites such as
from Kansas, he lives in London with Game Catalogue (w.atwiki.jp/gcmatome)
his partner and their giant whiny cat, Wes Iliff is a small town dad with too and Tower of RetroGame (www.towerof
Borscht. Contributions: Cosmic Fantasy, many pets and a love for writing. Outside retrogame.blog.jp), along with Project Egg
Exile/XZR, Fairy Fencer F, Hoshigami, his day job, you can check out his after (www.amusement-centre.com/project/egg)
Hourai Gakuen, Idea no Hi, King’s Field, hours gaming and entertainment work and the books Old Gamers History Vol. 3
Koudelka, Last Bible, Lennus, Majin at www.messofcords.com. Contribution: and Challenge!! Personal Computer AVG
Tensei, Maka Maka, Oninaki, Quintet Phantasy Star Online. & RPG in help with research.
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What is
a JRPG?
What is a “JRPG”, exactly? Literally, it just means most popular, and both remain internationally
“a role-playing game from Japan”, but over the successful to this day.
years it’s become the name of a sub-genre, a very However, there is more to a JRPG than
specific style of RPG, whose evolutionary branch approachability. The game style evolved from
led to a vastly different product from Western the 8-bit Famicom onto the 16-bit platforms, and
RPGs. So when did this happen, and where did the then the 32-bit CD systems. Broadly speaking,
term come from? elements include: an overworld that is divided
In the early ’80s, most RPGs in Japan were into discrete town and dungeon sections; separate
imported from the United States, and much of screens where battles take place, typically turn-
the locally developed software was based roughly based and executed via menu commands; a focus
on Ultima, Wizardry, or some combination of the on battle statistics in lieu of other RPG elements
two. The real flashpoint for this style of game was (e.g. charisma statistics to influence conversation);
Dragon Quest, published by Enix for the Nintendo unique character customisation systems; manga-
Famicom in May 1986. style artwork; strong soundtracks, as seen in other
Broadly speaking, Dragon Quest was console games; and linear storylines.
successful because it took the mainstays of RPGs – Obviously, even at the time, there were
that is, the feeling of a sprawling journey, combined exceptions to these rules. Square’s Final Fantasy
with character growth – and put them into a form used artwork by Yoshitaka Amano, whose
that was easily accessible. The Famicom audience illustrations are a far cry from typical manga
largely consisted of children, so the games needed (though Tetsuya Nomura, who joined the series as
to be easy to play and understand. Earlier RPGs an illustrator with the seventh instalment, is a little
had a reputation for being extraordinarily difficult, more standard). Data East’s Metal Max presented
often giving you no guidance or easily putting an open world that let the player explore at their
you in an unwinnable situation. Dragon Quest leisure. Atlus’ Megami Tensei (and its 16-bit sequel
was much friendlier, giving you some direction series, Shin Megami Tensei) kept the first-person
into and context for the game world. It was even perspective found in Wizardry. Namco’s Tales of
generous about player death, resurrecting you at Phantasia used an action-based battle system even
the starting point, letting you keep your experience though the rest of the systems were similar to other
and equipment, and only charging you half of games. RPGs grew to be so popular in Japan that
your gold. A strategy guide was helpful, but not there was quite a bit of experimentation, and this
necessary. Further, the Famicom controller only created an audience with a wide variety of tastes,
had four buttons and a directional pad, so the though America and Europe only saw glimpses of
controls needed to be simple and straightforward, this in the 16-bit era since (for the most part) only
compared to the complex keyboard commands the most mainstream games were localised.
required by computer RPGs. Combined with While this type of game is what most people
artwork by famed manga illustrator Akira think of when referring to a JRPG, the net is quite
Toriyama, who was seeing incredible success with a bit wider. While Dragon Quest had turn-based,
Dragon Ball, and the game became the reference menu-based battle sequences, it certainly wasn’t
point for generations’ worth of RPGs. the only popular game to feature them. RPGs from
There were many direct clones in the mid as early as 1984, like Nihon Falcom’s Dragon Slayer
to late ’80s, and most have been forgotten. Other and T&E Soft’s Hydlide, focused almost entirely
companies jumped on the RPG bandwagon but on action, though they were often clumsy, as
still crafted their own unique experiences – of this combat often consisted of bumping into enemies
era, Final Fantasy and Megami Tensei were the and hoping you had the stats to beat them.
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Left-to-right,
top-to-bottom,
some of the most
important Japanese
role-playing games:
Falcom’s Dragon
Slayer, XtalSoft’s
Mugen no Shinzou,
Namco’s The Tower
of Druaga, and T&E
Soft’s Hydlide.
The flashpoint for this evolution, once again from developers like SSI. Nintendo’s Fire Emblem
a Famicom game, was Nintendo’s The Legend for the Famicom was the first big entry to establish
of Zelda. Like Dragon Quest, it was relatively the simulation RPG, as it gave your units individual
easy to understand and play, and moreover, had personalities, presented them in a grand storyline,
much better controls and combat than previous gave them statistics, and let them grow over the
computer RPGs. course of the game. Later games include Quest’s
Ironically, the Zelda series is not really Tactics Ogre (and its own sorta-sequel, Final
considered an RPG by most modern gamers, and Fantasy Tactics), Square’s Front Mission, SEGA’s
that’s mostly because so many of its elements Shining Force, Sakura Wars, Valkyria Chronicles,
are either simplified or abstracted. In the original and many others.
Legend of Zelda, there are only a few pieces of Then there are the Rogue-likes. Rogue was a
equipment, with most items used to open new dungeon crawler with randomly-generated levels,
areas or solve puzzles, and the only permanent dating from the early ’80s, which was widely ignored
character growth comes from expanding your life outside of the most hardcore PC circles. In Japan,
meter. Its sequel, Zelda II: The Adventure of Link, Chunsoft’s Mystery Dungeon series, beginning on
is a little more complex, having an experience the Super Famicom, created a new, then-unique
system, several magic spells, and other statistics, variation of this game. The first entry here was a
though later games reeled these back. That being tie-in with Dragon Quest, featuring Torneko from
said, by the definitions we’re setting down, Zelda the fourth game. Much like its parent series, it took
is indeed technically a JRPG … but only barely. this style and made it approachable for broader
Partially, this is because RPG elements audiences. Over the decades, other licences have
began cropping up in all kinds of other games. been plugged into the Mystery Dungeon style,
For example, the famous Metroidvania sub-genre, including Final Fantasy, Pokémon, and Chunsoft’s
which grew into existence with Super Metroid and own original character, Shiren.
Castlevania: Symphony of the Night, are basically Then there are the first-person dungeon
Zelda games with a side-scrolling perspective crawlers. While games like Wizardry eventually fell
(and Metroid, as with Zelda, also heavily abstracts out of style with ’90s PC gamers, they maintained
the statistical elements). some niche level of popularity in Japan, where
Even these are only a portion of what could the licence actually continued for many years.
be considered a Japanese RPG. There are strategy Atlus’ 2007 DS game Etrian Odyssey resurrected
RPGs (or rather simulation RPGs, as they tend to this style of game for a new generation, with
be referred to in Japan), where units of opposing bright visuals, attractive characters, and perhaps
teams are put on square (or hex) boards and must most importantly, mapping tools on the bottom
move to attack each other. This style of game has screen of the console. This sparked another
its roots in the PC game Daisenryaku, which in revolution, with similar games also being
turn was based on the sort of war games you’d see developed by others.
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Nintendo and
Intelligent Systems
brought fantasy
strategy role-playing
to the Famicom with
Fire Emblem (left),
which has become
an international
success. Square’s
Final Fantasy
Tactics (right)
is another take
on this formula,
And the list goes on and on. There are MMORPGs However, genres evolve, and what made using an isometric
like Phantasy Star Online and Final Fantasy sense during a certain era may not always hold perspective.
XIV. There are monster-collecting RPGs, starting true. Popular games like Final Fantasy XV have
with the Pokémon craze. There are Souls-like barely any resemblance to a traditional JRPG,
games, a particular brand of action RPG begun by having rather more in common with open world
FromSoftware’s Demon’s Souls, which emphasise WRPGs like The Witcher 3, though there is still
a high level of difficulty. There’s a unique branch a distinct stylistic difference. Similarly, Capcom’s
of Japanese arcade RPGs, like Namco’s Tower of Dragon’s Dogma comes from a Japanese
Druaga. Many action games, particularly in the developer, but has more in common in looks
PlayStation 2 era, with games like Devil May Cry, and style with Western RPGs. There are plenty
also started offering character customisation, of turn-of-century Western-developed RPGs
though since the focus is more on the action like Anachronox, Septerra Core, and Shadow
elements, it usually isn’t considered an RPG. Madness that are heavily inspired by Japanese
So now that we’ve defined (broadly) what a games, while there are tons of Western indie
JRPG is, where did the term actually come from? RPGs, perhaps most popularly Undertale, which
Searches of old Usenet forums from the mid-’90s draw from similar sources. At this point, “JRPG”
show the term popping up every now and again, but is far more a style than simply an RPG that came
it really didn’t come into popular usage until the from Japan.
PlayStation 2 generation, around the year 2000. So, like a lot of sub-genre labels, a “JRPG”
At this point, there was a distinction between designation isn’t really binary, so much as a
games like Final Fantasy, which grew from sliding scale. There are also hundreds upon
consoles, and Fallout and Diablo, which were hundreds of them. Obviously, we can’t cover all
franchises that started on PCs. Some gamers of these because then you’d have a book nobody
referred to these as “console RPGs” versus would be able to carry, but this book does cover
“computer RPGs”, which made sense, but made all of the major and important ones, so you can
for some confusion since the acronyms were get a feel for the variety and richness of what
identical. As more traditionally computer RPGs these games can offer.
began to make their way onto console systems, While the genre isn’t quite as prolific as it
like Bioware’s Star Wars: Knights of the Old was back in the ’80s and ’90s, Japanese RPGs are
Republic for the Xbox, the audience began to settle still an essential part of the vibrant video-game
on “JRPG” for the Japanese type, and “WRPG” landscape. They still provide unique mechanics,
(Western RPG, obviously) for American and distinct visual styles, brilliant soundtracks,
European types. By this point, these sub-genres of innovative stories, and other aspects that make
games catered to wildly different audiences, hence them stand apart from their Western-developed
the need for a different designation. counterparts.
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A History
of RPGs
in Japan
The ’80s Computer era eventually used to advertise Koei titles like
The personal computer industry as we know it Khufu-Ou no Himitsu, which were too slow to be
today was born out of American companies like “arcade” games but too focused on action to be
Apple and IBM. As such, most computers in Japan a “simulation”.
were imported from the United States, many being Western titles like Wizardry and Ultima were
the Apple II, and most of the early games they reasonably popular with hardcore Japanese game
played were in English. In late 1981, the electronics players, so some early attempts at Japanese RPGs
company NEC created the PC-6001 line of were based on these games, to varying extents.
computers, one of the first solely for the Japanese Indeed, many early PC games could be considered
market, and with it, up sprung a gaming industry conceptually identical to the kind of games being
in support. published in America, just in a different language.
At this early point in the industry’s There were a few key disparities, though. Firstly,
development, the “role-playing game” classification Japan had a small adult software industry. In the
was not widely understood. Even in the Western United States, retailers typically wouldn’t stock adult
industry, games were generally classified as either software for fear of being labelled as pornography
“arcade” games, which were action and reflex- dealers. At the time, there was even concern from
oriented, or “adventure” games, which were Sierra Online that relatively tame titles like Leisure
longer, more complex, and typically required more Suit Larry, which had an adult sense of humour but
patience. As such, it’s very difficult to determine little of the way of actual sex or nudity, would not
what the first “role-playing game” actually is. be carried by national chains. (They were proven
Arguably the first games that could qualify wrong, at least.) Japan didn’t stigmatise such titles,
came from Koei, and were termed “simulations”. and without any central regulation, the 18+ cottage
Many of these titles let the player input various industry could flourish. Many early titles were strip
statistics – things like health or stamina – then games or text adventures, but again Koei created
placed them in various scenarios, which were some unique titles like Danchizuma no Yuuwaku,
influenced by random factors. Since the concept where you played a door-to-door condom
of numbers and virtual dice rolls is basically the salesman with the ulterior motive of bedding any
same as how tabletop games like Dungeons and of the women you’d meet.
Dragons work, in retrospect, these can be called The other primary difference between the
“role-playing games”. The actual term “RPG” was markets had to do with the Japanese computer
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PC games were
aimed at adults,
which meant they
could have darker
themes, as seen
in Hot-B’s Psychic
City (left) or simply
include gratuitous
nudity, as in
Kogado’s Cosmic
Soldier (right).
scene being connected with otaku culture – that that show the enemy you’re fighting. Even though
is, extreme fans of anime and manga. Again, if you it’s a collection of concepts from other titles, it
look at early computer titles like Dragon Slayer or proved to be a winning formula, because that
Xanadu, they use the same Western-type fantasy exact same template was used later in Enix’s
artwork you’d find in an American store, but Dragon Quest, the title that defines the Japanese
eventually game characters were patterned after RPG as it’s understood today.
the wide-eyed heroes and heroines with multi- The third pillar is Hydlide, published in 1984
coloured hair that typified popular Japanese by T&E Soft and developed by Tokihiro Naitou.
media in games like Romancia, giving them a This is an action RPG, in which you control a hero
clearly defined sense of style. marching across an overworld, defeating monsters
Amidst all of this, there are three pillars and occasionally diving through dungeons. It’s not
of the Japanese PC RPG scene that influenced the first of its type – on the surface, Dragon Slayer
the industry as we know it today. One is Dragon is similar – but it was more user friendly than
Slayer, published in 1984 by Falcom and designed Falcom’s titles, and had the appeal of an arcade-
by Yoshio Kiya. It is an incredibly difficult dungeon style action title while still wearing RPG clothing.
crawler, in which you explore a maze looking for Hydlide set down the formula used in Falcom’s Ys,
enough resources to beat the impossibly powerful but perhaps more importantly, Nintendo’s The
dragon hidden with its depths. On its own it wasn’t Legend of Zelda. Incidentally, Hydlide is also the
a massive success, but it was the predecessor only of these three that was released in English,
of Xanadu, published the next year and also but it didn’t come out until its 1989 Nintendo
designed by Kiya. This game was so challenging, Entertainment System release, at which point it
and so obtuse, that basically, a strategy guide was was massively outdated.
required to see it to the end. This is true of many
games of the era, but Xanadu was also easily the The 8-Bit era
most popular, following its appearance as the The first RPG on the Famicom was technically
focus of many magazine articles. This type of a 1985 game called Zunou Senkan Galg, which
game established the hardcore RPG player, who proclaimed itself a “scroll-RPG” on the box,
would pore over strategy guides like they were whatever that meant. In practice, it was a vertical
forbidden lore, and trade hints with other like- shoot-’em-up similar to the popular Star Force,
minded players. except there was level branching, and you needed
Another pillar was Mugen no Shinzou, to play levels over a few times to collect a certain
designed by Kazunari Tomi and initially published number of ship parts. Despite the label, most
by XtalSoft in 1984. It plays very similarly to people have agreed this isn’t really a role-playing
Ultima, in that you explore a large game world, game, but it shows that no one really understood
but it uses a turn-based battle system similar to what the label meant, even if it could be used for
that in Wizardry, complete with large portraits marketing purposes.
Dragon Warrior/
Quest IV (left) and
Phantasy Star (right)
are two of the best
RPGs of the 8-bit
console era.
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During the 8-bit
console era,
developers were
trying different
things with RPGs.
There’s the self-
proclaimed “scroll-
RPG” Galg (left), a
shoot-’em-up where
you hunt for ship
parts, and River City
Ransom (right), a
beat-’em-up which
Of course, the defining RPG of this era was At the time, in the United States, the lets you upgrade
Dragon Quest. One of the main rules of business, common belief was that video games, being aimed your character’s
regardless of the industry, is to find what’s popular at adolescent boys, should be mostly action games. stats and moveset.
and copy it. When discussing Japanese RPGs, Meanwhile in Japan, RPGs were viewed as games
that’s what happened with Dragon Quest and the that everyone could play, because while they
many, many imitators it spawned for the Famicom. required a big time investment, they also didn’t
Many copied its basic aesthetic, battle system, and require reflexes, so they had a comparatively low
interface as well, because, if it works, why mess barrier of entry. Your mother, for example, may
with it? To be fair though, of these numerous have become frustrated if she kept running into
clones, most of them tried to include something those Goombas in Super Mario Bros., because
original to differentiate themselves, like the light- she hadn’t quite figured out the controller yet,
hearted tone of Hudson’s Momotarou Densetsu. but beating up slimes in Dragon Quest was a
There were games that were more little easier, since all she had to do was select the
ambitious, that adhered to the basics set down “attack” command. While RPGs of the era were
by Dragon Quest while still providing something often difficult, at least by modern standards,
new and original. Titles like SEGA’s Phantasy there wasn’t any hurdle that couldn’t be overcome
Star and Square’s Final Fantasy provided more by either grinding or reading a strategy guide.
advanced visuals and somewhat more elaborate Nintendo was able to successfully market The
storylines, and later games like Capcom’s Sweet Legend of Zelda, one of the premier RPGs at the
Home drastically reworked the template into a time to North American gamers, but it also took off
horror game. With the style of game becoming because, at its core, it’s still an action game. They
so popular so quickly, there were games that had somewhat less success with Dragon Warrior
tried to subvert its tropes – Metal Max offered a (the American title of the original Dragon Quest)
wide-open world to explore, focused on hunting and Final Fantasy, as these were turn-based RPGs
down monsters rather than following a trail from and didn’t quite have the same wide appeal. It took
town to town, while LaSalle Ishii no Child’s a bit longer before they were able to sell American
Quest replaced the typical band of heroes with console gamers on the concept of an RPG.
a child talent group. Perhaps the most popular It’s also important to understand the
of these was Nintendo’s Mother, later known limitations of the console platform. While
internationally as EarthBound, which presented the Famicom was initially designed for single-
a quirky take on Americana under attack from an screen arcade games like Donkey Kong, game
alien menace. Amusingly, NES ports of Ultima III developers were aware of the desire for longer,
and IV, published by Pony Canyon in Japan, were more complex titles. However, one of the big
remade for the Famicom to more closely resemble issues in the early days of the concept was the
Dragon Quest. The exceptions to the Dragon question of how to save your progress. Early
Quest rule were Wizardry, which received a Famicom cartridges used ROMs, which could
Famicom port courtesy of ASCII, and Atlus’ not record any additional data. In consequence,
Megami Tensei, itself patterned after Wizardry. games used cumbersome passwords to record
Both were first-person dungeon crawlers, quite your game, with more complex titles containing
different from Dragon Quest and its peers, but even longer passwords. If you wrote down a single
still popular with RPG players. RPG elements character incorrectly, your entire progress could
were also beginning to pop up in other genres, disappear. The Famicom Disk System solved this
most notably Technos’ River City Ransom, a by using rewritable disks, providing something a
beat-’em-up that’s a quasi-sequel to the arcade closer to the home computers of the time. Indeed,
game Renegade. While it plays similarly to its The Legend of Zelda was a launch title for the
predecessor, fallen enemies will drop coins, platform in 1986.
which can be used at shops to heal yourself, However, the system ran into numerous
increase your stats, or gain new abilities. It’s also problems – not only was piracy rampant, but most
one of the few of its type that let you save and of the technical benefits provided by the Disk
resume progress via a password system. System quickly became obsolete, as ROM size
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16-bit games offered
more complex
storytelling, as seen
in Final Fantasy II/IV
(left), where hero Cecil
questions unethical
orders from his king,
and Dragon Quest V
(right), where the
protagonist witnesses
the death of his father.
expanded what disks could hold, creating more With that extra space, characters were injected
graphically-enticing games. Nintendo also created with more personality, and storylines became
a method that allowed cartridges to properly save more complex, not to mention that the worlds
games. In short, data cannot be written to ROM they inhabited became more varied. The focus
(it stands for Read Only Memory, after all) but was beginning to become less about traditional
it can be written to the RAM (Random Access RPG aspects – exploration and level raising – and
Memory). The problem had been that data more about guiding your characters through a
disappears from RAM once the power is shut off, story. These types of games had a broader appeal,
which was solved by including a lithium battery so their difficulty level was often lower. But that
in the cartridge to provide a little power, keeping didn’t mean that every type of RPG out there
the RAM active. This feature was used in the NES focused entirely on storytelling. There was still a
version of The Legend of Zelda, and in most RPGs big audience that had cut its teeth on the more
on the platform. With its major benefits obsolete, difficult titles of the earlier generations; they were
and the platform becoming riddled with cheaply catered to with more mechanically complex titles
developed junk, the Famicom Disk System was like Romancing SaGa.
abandoned within a few years. NEC also unveiled a CD-ROM attachment
for its PC Engine in 1988, being at the forefront
The 16-Bit era of technology. A CD could hold about 650
The next generation of games began in 1987 megabytes of data, an absolutely massive
with NEC’s PC Engine, which had an 8-bit CPU, amount compared to ROM cartridges. Graphics
as with the Famicom, but used a more powerful and script sizes were no longer of concern at
16-bit graphic processor for nicer visuals. This that scale; the extra space was typically used for
was followed up the next year by the SEGA Mega cutscenes, voice acting, and music. The visuals
Drive, a follow-up to the SEGA Mark III/Master in these cinematic elements were quite simple
System, which had floundered in Japan. In 1989, compared to those in later games – typically,
both were brought out in North America, renamed some stills with a limited amount of animation,
the TurboGrafx-16 and the Genesis, respectively. nothing compared to what was seen in TV
In 1991, Nintendo released its 16-bit competitor, or film animation – but they were still much
known as the Super Famicom in Japan and the more impressive than what could be found on
Super Nintendo Entertainment System elsewhere. cartridge games. Publishers often sprung for
Early 16-bit RPGs were basically 8-bit RPGs famous voice actors known for their work in
with slightly nicer graphics, but adhering to the anime production, giving video games an extra
same design templates. Some examples of these sense of legitimacy … though it also tended to
include Hudson’s Necromancer and SEGA’s chew through their budgets and result in games
Phantasy Star II. However, one of the main lacking in other, more important areas.
improvements of this era was the expansion of Strategy RPGs also became more popular –
cartridge ROM sizes. Early games weren’t much the style of game was established with Nintendo’s
bigger than Famicom titles, which mostly topped Fire Emblem in 1990, and its continuation on
out at four megabits (or half a megabyte); as the Famicom. Meanwhile, SEGA’s Shining Force
the generation went on and ROMs decreased proved to be a slightly less hardcore variation
in price, their size increased drastically, with meant for Mega Drive/Genesis gamers (and was
later releases like Chrono Trigger clocking in at one of the few of its kind localised into English)
32 megabits (or 4 megabytes). Part of this was to while Square’s Front Mission and Enix/Quest’s
allow for fancier graphics and visual effects. But, Tactics Ogre were hugely influential over later
perhaps more importantly, there was now room games. Nintendo also continued The Legend of
for larger scripts. Early games tended to have an Zelda series with A Link to the Past, while titles
opening text scroll and an ending, with the story like Square’s Secret of Mana, Falcom’s Ys IV and
delivered mostly through characters you talked to Quintet’s Heaven and Earth trilogy (Soul Blazer,
in towns. Much of this was due to size limitations, Illusion of Gaia, and Terranigma) refined the
which meant the storytelling had to be brief. action RPG concept.
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The 32-bit era
brought along
plenty of fancy
cutscenes, as seen
in Final Fantasy VII
(left) but also even
deeper stories, as
in sci-fi mecha RPG
Xenogears (right).
On the English-speaking side, publishers still a television commercial campaign, quite rare for
struggled to introduce American and European the time, which focused almost entirely on its
gamers to Japanese RPGs. Game localisation was dramatic computer-rendered cutscenes. These
spotty, but most of those chosen were decent weren’t representative of how the game actually
enough to garner a faithful audience – Square looked during gameplay, but it didn’t matter – it
continued the Final Fantasy line with the fourth sure looked cool. That was how Square was able to
and sixth game, renaming them Final Fantasy II convince Americans to try out Final Fantasy VII,
and Final Fantasy III (the fifth game was skipped essentially by tricking them. But almost no one
entirely), SEGA localised its Mega Drive/Genesis seemed to mind, as the game became a critical
Phantasy Star titles, Capcom brought over its and commercial success, as well as a cultural
Breath of Fire series, and smaller companies, like phenomenon. Japanese RPGs had finally hit the
Natsume, licensed titles like Lufia. Unfortunately, international mainstream.
Dragon Quest/Warrior took a break from the With that foot firmly in the door, the
English speaking world during the 16-bit era. localisation of many similar titles could go ahead.
Despite this, there were still dozens of games, Square had already barrelled ahead, bringing us
many of excellent quality, like Seiken Densetsu 3, two more Final Fantasy games, the brainy sci-fi
that remained Japan-only. mecha game Xenogears, the cinematic horror
The PC Engine CD was released in North game Parasite Eve, and the oddball parallel-
America as the TurboGrafx-16 CD, but, outside dimension-hopping Chrono Cross. Along
of the port of Falcom’s Ys Book I & II, failed to with those was more eccentric fare like SaGa
make much of an impact. The SEGA CD made its Frontier, a follow-up to the obscure cult hit (and
way internationally, with its flagship RPG Lunar: previously Japan-only) Romancing SaGa series,
The Silver Star, which actually found a decent and Vagrant Story, a mechanically complex
fanbase in spite of a limited audience. But for the dungeon crawler. Sony was reluctant to focus too
most part, very few of these CD-ROM RPGs were much on RPGs, as their early offerings in Japan
released outside of Japan, as American publishers (Arc the Lad and Popolocrois) weren’t all that
opted to use the promise of full-motion video to graphically impressive, but they did begin their
appeal to gamers, something that proved to be a Wild Arms franchise, focusing on an anime-
fad relegated to the mid-’90s. style reimagination of the American Wild West.
Many other third-party companies localised
The 32-bit era their titles as well, ensuring a constant stream of
From an international standpoint, the PlayStation releases for the new, JRPG-hungry audience.
generation is one of the most important in the As for the type of games being produced,
Japanese RPG genre. And the most important again, many chose to follow the leader and base
game was, undoubtedly, Final Fantasy VII. themselves around the Final Fantasy template.
From a design standpoint, it wasn’t drastically That meant lots of cutscenes, typically spread
different from its predecessors, but it did feature across two or more CDs, either using computer-
numerous computer-rendered full-motion video rendered visuals or more traditional anime
cutscenes, as well as impressive 3D graphics cutscenes. This wasn’t necessarily true for some
during gameplay, which showed off the full power of the other franchises, who didn’t quite have
of Sony’s system. All of those videos also meant the budget to compete, improving their 16-bit
that the seemingly endless storage space of the games in other ways. Either way, all these games
CD-ROM was exhausted, as Final Fantasy VII was trended more towards longer, story-driven
released on three whole discs. It was, of course, experiences. For example, Dragon Quest V on
a massive success in Japan, but it finally the Super Famicom takes about 20 hours to
penetrated the overseas markets as well. beat, while Dragon Quest VII for the PlayStation
The common perception was that Americans easily takes over 100. That’s an extreme
liked action games … so what better way to sell example, but the playing time of 32-bit RPGs
them something than to advertise it as an action was often quite a bit longer than before, for better
game, even if it wasn’t? Final Fantasy VII received or worse.
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Final Fantasy X
(left) for the
PlayStation 2
moved the series
closer to being an
interactive movie,
while the haunting
Shin Megami Tensei
series finally made
its official English
language debut
with the third
Strategy RPGs became more popular, largely Final Fantasy Tactics Advance, reorienting their game, subtitled
thanks to Final Fantasy Tactics, with games like gameplay to the portable format and making them Nocturne (right).
this, such as Front Mission 3 and Hoshigami, more suitable for a younger audience. This also
seeing release in North America. However, the type marked the first platform on which Fire Emblem
of action RPG that was popular in the 16-bit era would be released on in English.
largely fell out of favour, with the exception of a few
early Saturn games like Magic Knight Rayearth. The HD era
Action games in general were moving towards 3D, The high-definition consoles – the Xbox 360
with the standout being Nintendo’s The Legend of and the PlayStation 3 – proved to be an issue for
Zelda: The Ocarina of Time for the Nintendo 64, Japanese developers, owing to outdated practices.
so that became the benchmark for other games There were a number of reasons for this, but a
to follow, if they followed them at all. Dungeon big one was that they were not used to using
crawlers had largely died out. middleware graphics engine, instead creating
Interestingly, during much of this generation, their own in-house engines for each game.
most RPG developers were still reticent to use voice This may be have been workable in previous years,
acting. Almost none of the Square games of the but the increased budget and manpower necessary
era featured any of it (save for the humorous action to develop high-definition games made it far more
RPG Brave Fencer Musashi), and only a handful of difficult; meanwhile, Western developers were
games, like Game Arts’ Grandia, featured it at all. more comfortable working with other third-party
engines, particularly the Unreal Engine, which
The PlayStation 2/Game Boy Advance era was popular during this era. As a result, Western
The PlayStation 2 era moved the genres more into games flourished on these platforms while
cinematics. The greatly enhanced hardware meant Japanese games suffered.
that static 2D backgrounds were mostly discarded This was only in broad terms, though – there
in favour of fully 3D environments; characters were still plenty of Japanese games, particularly at
could be much more realistically rendered, and the beginning of the generation. The Xbox was a
animated as well. This led, of course, to even failure in Japan, and Microsoft was keen to make
more video, particularly as seen in Square’s a better effort for the Xbox 360, courting many
Final Fantasy X and Monolith’s Xenosaga series. Japanese developers so they made titles aimed
Dialogue in this type of game could no longer be at their own market. They were prolific early on,
pantomimed either, so it was provided by voice with titles like Mistwalker’s Blue Dragon and Lost
actors. By this point, the dubbing quality was Odyssey, and Namco’s Tales of Vesperia. However,
improving, so it was no longer as painful as in the this push only lasted a few years, as the PlayStation 3
old days. eventually caught up, and Japanese games
Many more titles were also chosen for returned to Sony’s home. The Nintendo Wii was not
localisation. Shin Megami Tensei finally had high definition, and thereby cheaper to develop for,
a release in English, as did its many spinoffs, but while the system had a large install base, it was
including the breakout hit Persona 3. Nippon primarily casual gamers, with role-playing fans
Ichi, a small company specialising in quirky preferring more powerful consoles; therefore, the
strategy-RPGs, also saw some hits with games number of RPGs released on the system ended up
like Disgaea. Franchises that were successful in being pretty small. However, near the end of the
the 32-bit era continued onward, like Grandia system’s life cycle, Nintendo published a number
and Suikoden. of high-quality RPGs, including Xenoblade
Meanwhile, Nintendo also unveiled the Game Chronicles, The Last Story, and Pandora’s Tower.
Boy Advance, with hardware quality roughly on a Unfortunately, none were scheduled for English
level with the Super Nintendo. As RPGs go, there release. This prompted a fan campaign called
wasn’t much original content – there were ports of Operation Rainfall, comparing the lack of games
SNES games like Breath of Fire, and new entries in to a waterless desert, and requesting that these
the Pokémon series. There was, however, Camelot’s games see international release. Nintendo of
Golden Sun, which was flashy and impressive, as Europe eventually localised these titles, which
well as follow-ups to well regarded SRPGs like soon came out in North America as well.
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The long-awaited
Final Fantasy VII
Remake (left) and
Persona 5 (right)
are two of the most
popular JRPGs in
recent years.
Due to the ballooning costs of console games were wildly different from what one would
development, most Japanese developers instead normally consider to be Japanese RPGs, their
concentrated on portable platforms, which at this demanding difficulty levels made them a preferable
point were the Nintendo DS and Sony PlayStation alternative to the cinematic games coming from
Portable (PSP). This was particularly evident with Western developers at the time, which prioritised
Dragon Quest IX – typically, the latest Dragon the “experience” over gameplay, and were made
Quest was published on the most popular approachable so anyone could beat them. First-
system, which in this case, in Japan, happened person dungeon crawlers also saw a resurgence on
to be the DS. From a technical standpoint, the Nintendo DS, thanks to Atlus’ Etrian Odyssey.
this also meant that these games were closer
to their PlayStation or Nintendo 64 versions. The modern era
Generally speaking, the quality of many of these Things began to pick up for the Japanese scene,
games was often middling, attempting to reach though. The next generation of portable consoles,
the heights of previous generations but never the Nintendo 3DS and Sony PlayStation Vita,
quite getting there. The biggest example of this strengthened the hardware, putting them closer to
was Imageepoch, a company specialising in RPGs the PlayStation 2, even adding improvements like
that proclaimed they would save the genre, but analogue controls that made them easy to play.
their titles were rarely well-reviewed (some were The quality of the games improved as well, with
terrible) and never really all that popular. It didn’t the return of the Shin Megami Tensei series via
help that portable consoles in the West were often its fourth entry, as well as the new Bravely Default
seen as primarily for kids; rampant piracy on both from Square, a stirring tribute to Final Fantasy’s
platforms also meant that some publishers just 16-bit titles.
didn’t bother to localise many of their games. The next generation of consoles – the
Western RPGs were also beginning to PlayStation 4, the Xbox One, and Nintendo Wii
find their footing on consoles. Previously these U (and shortly after that system’s failure, the
games were focused primarily on the computer Switch) saw a resurgence in Japanese games,
market, but games like BioWare’s Mass Effect and particularly RPGs. This was simply down to
Bethesda’s The Elder Scrolls IV: Oblivion proved increased experience with the hardware. While the
to be hugely successfully, primarily because they games still often look lower budget than Western
were created with both accessibility and mass AAA games, they still manage to look stylish, with
appeal. In some ways, this was the same thing surprise hits like Nier Automata. The Yakuza
Dragon Quest had done on the Famicom 20 years games, popular in Japan since the PlayStation 2 era
prior. During this time, gamers began to compare but long floundering in the West, also exploded in
these cinematic, sprawling, big budget Western international popularity, largely thanks to stronger
RPGs to their Japanese counterparts … and the localisation efforts and marketing. Atlus’ Persona
Japanese games ended up coming off lacking, series was already picking up steam, with the long-
especially thanks to tepidly received games like awaited fifth game becoming a massive hit among
Final Fantasy XIII. Some were eager to claim that English-speaking fans. The era of portable-only
the “JRPG was dead”. This wasn’t actually true – platforms had also come to an end, with Sony
genres don’t really die, they just rest – but it was bowing out after the Vita, and Nintendo making a
clear they were on the downturn. hybrid portable/TV console with the Switch, so the
That’s not say there weren’t some great line between the markets was basically gone.
games, though. The World Ends With You, a While Japanese RPGs are perhaps not as
stylish RPG from Square for the DS, was wildly abundant as they were back in the ’90s or early
innovative, and SEGA’s Valkyria Chronicles proved 2000s, and the market has seen its ups and downs,
to be a strategy-RPG cult classic. Xenoblade that’s certainly no indicator of low quality. Even
didn’t make an appearance until near the end though Western games like The Witcher 3 still get
of the Wii’s life, but it’s easily one of the best of rave reviews, Japanese RPGs are still unique in
the era. FromSoftware’s Demon’s Souls was a ways that make them stand out from their Western
surprise hit, and their follow-up series Dark Souls counterparts, making them an essential part of
became an international success. While all these the gaming landscape.
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Localisation
When it comes to language translation, video Japanese can be written entirely using either (or
games have a number of issues that make it both) of these syllabaries, and early games often
significantly more difficult than in other mediums. used only them, but they can be difficult to read,
For books, you just write new text; for movies, you even for native Japanese speakers.
just subtitle or dub over the voices. Altering text The third syllabary contains the more
in video games is substantially more complicated complicated kanji characters based on Chinese –
because they require skilled programmers to there are thousands of kanji, with a bare minimum
replace the text. Ideally, these should be the same of about two thousand required for basic reading
staff that implemented the Japanese text in the comprehension. Despite the large number of
first place, but situations are rarely ideal, and this these, they provide structure and meaning to
was quite a difficult task, particularly in the 8- and Japanese sentences and make them quicker to
16-bit days. comprehend. The problem here is obvious though
To understand these issues requires some – there is no way to fit all of these kanji into an
basic knowledge of the Japanese language. 8-bit integer. Early games may have limited the
Japanese is remarkably compact, one of the main number to a hundred or so to fit under the limit,
reasons being that its phonetic symbols represent but that’s barely anything. And so, when more
syllables rather than individual letters. “Pokémon”, complex games began using kanji, the text engine
for example, is seven English letters, but is spelled was changed to use 16-bit (or double byte) integers,
in four characters in Japanese. For quite a long which can hold 65536 values.
time, Japanese games were made primarily with However, an issue arose with English, as
the Japanese audience in mind, with other double byte integers were a massive waste of
languages being a distant secondary concern, space. Sentences written in English would take
so only enough space for Japanese words was up substantially more ROM space than sentences
made. Thus in the in-game menus, “Pokémon” in Japanese. Considering that ROM space was
is often abbreviated to “Pkmn”. This applied to at a premium, this meant that there just wasn’t
character names too – many Japanese names enough space for a proper English translation.
fit within four characters, so that was the space Of course, this issue would be resolved if the text
provided. For example, the hero of Chrono Trigger engine were rewritten to use single byte characters,
is supposed to be named “Chrono”, which consists but the effort required was often too great for the
of three characters in Japanese. However, the programmers, resulting in a more straightforward
game limited this spot to five characters, so when solution – just tell the English translator or editor
it was localised in English, it had to be truncated to cut the script to make it fit. It was functional,
to “Crono”, which sounds the same but looks but also resulted in abridged English scripts of
pretty weird. There are scores of examples like this lower quality than their Japanese counterparts.
in early video games. Those are the most significant issues, but
The obvious solution to this problem should there are other conundrums. Japanese characters
be “just add more space” and of course the are monospaced, with each symbol having the
reasons why not are complex, and require some same width. Typical English fonts do not – the
technical knowledge. Text display in computers “l” is thinner than the “E”, for example. The most
is typically handled with 8-bit (or single byte) straightforward implementation was just to
integers, which can hold up to 256 values, each enforce English monospace fonts, which worked,
correlating to a letter or symbol (0 = “a”, 1 = “b”, but look ugly. (Many 8-bit games used these, but
2 = “c” and so forth). Both upper and lower case they can be seen as late as Dragon Warrior VII
letters (26 in each case) in the English alphabet, as on the PlayStation.) Alternatively, the text engine
well as punctuation marks and assorted accented would need to be rewritten to use variable width
characters easily fit into the 256 character limit. fonts, so letters could be spaced correctly.
Japanese uses three syllabaries, two of which We’ve gone over a few of the technical issues,
– hiragana and katakana – are phonetic. There but there were other roadblocks too. Japanese
are 46 characters in each, and together, these companies of the ’80s and ’90s operated on a
also easily fit into the 256 character limit. very different wavelength from their American
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A couple of famous
translation gaffes
are pictured here:
Breath of Fire II
for the SNES
(left) with some
unnatural sounding
dialogue, and Final
Fantasy VII for the
PlayStation (right)
with an obvious
grammatical error.
counterparts. The ocean between them made there’s a monster called a “Wyvern” but the text
communication slow and problematic; it often relied refers to a “Y Burn”. This error is obvious when
on fax machines to send data. Despite the money looking at it during the game, but the translator
flowing in from overseas, Japanese companies also likely didn’t realise it was supposed to be an enemy
didn’t really feel it was of much concern to them, name, the Japanese programmer implementing the
since they were so physically far away, it may as well text likely didn’t understand it, and quality control
have been a different world. didn’t catch it, if such a department even tested it.
Additionally, translating text required … well, Another major issue with translation and
translators. Since these early video games were localisation is cultural. Different cultures across
often targetted towards kids, who are typically not the world have different histories and values,
the greatest judges of language quality, Japanese and commercial marketplaces are often different
companies skimped on hiring professionals, as well. Nintendo of America in particular was a
simply finding anyone in their vicinity who had little overprotective – their market was primarily
some grasp of the language and having them children, but the games were purchased by their
translate it. The poor quality of the results was parents, whom they didn’t want to offend. They
often extremely apparent, and while it may have prevented the use of crosses and pentagrams
flown in action-based games with little text, it in their titles, for fear of offending conservative
was a huge issue with titles like Final Fantasy II, Christian parents. References to alcohol were
where the story was the major point of the scrubbed out too, for fear that it would be seen
experience. In this case, Square eventually hired as promoting underage drinking. Japanese
skilled localisers, usually native English speakers, children’s media is also a bit more permissive of
to help improve the text, though they often had sexual humour than its American counterpart, so
to work on tight deadlines. One of the most such jokes had to be rewritten.
notable early English language translators and Other issues went beyond typical standards
script writers was Ted Woolsey (Secret of Mana, and practices, though. Pretty much every Japanese
Final Fantasy III/VI, Chrono Trigger), but other child at the time knew what Doraemon and
notable translators and localisation directors Gundam were, but these were completely unknown
for Square include Alexander O. Smith (Vagrant at the time to Americans. Seaweed-wrapped
Story, Final Fantasy XII) and Richard Honeywood rice balls (called origiri) are extremely common
(Chrono Cross, Dragon Quest VIII, Ni no Kuni). in Japanese cuisine, but at the time in America,
An early proponent of quality localisations was they were completely unseen outside of Asian
Working Designs, who largely trafficked in anime- grocery markets. The list goes on – historical and
style RPGs like Lunar: The Silver Star and Popful mythological references, Shintoism or Buddism
Mail. Their translations weren’t always authentic, – most American kids had no idea what any of
often sticking in bits of humour and pop culture these things were. Some games changed these
references where they weren’t entirely appropriate, references – changing rice balls to hamburgers
but they were also much better written than those was common – while others were left in place even
in most other 16-bit RPGs. if very few understood what they meant.
Video games are also unlike books or scripts in Some of these issues changed as the audience
that they are not linear. Much of the dialogue comes got older, and with this change, came the ESRB,
from NPCs, which the player can talk to at their leisure. the American ratings organisation that classified
Much of the text consists of item or enemy names, whether games were meant for kids, teenagers,
too. Japanese scripts were typically not organised or adults. As long as they were rated properly,
in a comprehensible manner, which meant that the the alcohol references could stay, and female
translator had to deal with disparate bits of text, characters no longer needed to cover up. Religious
lacking in context. And since the translators rarely iconography also stayed, because, as it turned out
had access to the games themselves to check, they nobody really took offence at their presence, and
had make their best educated guesses as to what the titles that did have overt religious themes (like
text was referring to. Mistakes were not uncommon Shin Megami Tensei Nocturne and Xenogears)
– in the PlayStation release of Final Fantasy V, flew under their radar anyway.
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In the English
Dragon Quest
Builders (left), the
enemies known
in Japan as the
Lava Demon
and Ice Demon
get much more
amusing names: the
Magmalice and the
Firn Fiend. Some of
the character accents
Around this time, publishers also paid more give everything a medieval feel. That went away as are wild, as this
attention to localisations, to help better adapt the the series went on, but with Dragon Quest VIII on Goodybag monster
material for international audiences. This tended the PlayStation 2, Square Enix put a lot of effort (right) speaks in
to rankle with gamers who clamoured for more into the English language versions, adding in Polari slang.
“authentic” translations that hewed as closely voice acting that wasn’t in the original Japanese
as possible to the original Japanese text. But release, and utilising both British spellings
“authenticity” doesn’t really mean much when and British voice actors. Many of the enemies
translating between languages, especially ones as were granted new names that had either fun
different as Japanese and English. Translating a alliterations or goofy puns. (The Ham Shamwitch,
Japanese sentence literally can eliminate its nuance denoting a hat-wearing pig, is both hilarious and
and humour, so the better approach is to take the fun to say.) It also makes use of accents, though it
same concept and rewrite it in a way that’s natural can be hard to read out French or Scottish accents
to native speakers. A given line of text should when written in text.
inspire the same emotional reactions regardless of Other cross-cultural issues have become
the language, even if it means rewriting the actual more apparent over the years. The most prominent
sentence. example was Nintendo’s and Monolith’s Xenoblade
The amount of adaptation depends on Chronicles X – in its original Japanese release,
the game itself, as well as its audience. A good it features an android that looks like a 12-year-old
example of this is Pokémon, primarily meant girl, and includes an incredibly skimpy bikini as
for children, which localises many of the names an optional outfit for her. Nintendo of America
of the eponymous creatures. Fushigidane, for realised this wouldn’t fly, and so removed the
example, means absolutely nothing to an English costume. (They also removed the ability to
speaker, but its English counterpart, Bulbasaur, customise the female avatar’s chest size, regardless
brings to mind a dinosaur with a plant bulb … of her clothing.)
which is exactly what it is. On the other hand, The rise of social media also enabled
the Persona games are meant for teenagers minority voices to speak out against negative
and adults, who may be interested in Japanese portrayals. A key example of this is a scene in
culture, so the localisation even retains things Persona 5, where a teenage character, Ryuji,
like Japanese honorifics (suffixes like -“san” and is approached by a stereotypically homosexual duo.
“-kun”, which imply respect levels and camaraderie Their actions are meant to be comical but come off
between characters). Nintendo of America and its as perpetrating predatory stereotypes. For the re-
localisation department, Treehouse, tend to be release, Persona 5 Royal, the English localisation
more creative with its text, adding in quite a bit of team rewrote the scene to make the characters less
playful humour, resulting in games that may not be predatory, while still keeping the humour.
completely faithful to their Japanese counterparts, In the end, the old saying holds: translation
but feel far more natural to native English speakers really is more of an art than a science.
than a more direct translation would allow.
One of the best RPG localisations is Square’s Fan Translations
Vagrant Story by Alexander O. Smith. Much The language barrier in JRPGs obviously proves
of the English version was written as if it were to be a tremendous issue for non-Japanese
a Shakespearean play, with lots of flowery and speakers. Many gaming magazines through the
dramatic dialogue. It works stunningly well, ’90s had international sections that listed all of
and that same style has since been tied to the the amazing-looking games that would probably
works of that game’s director, Yasumi Matsuno. never leave Japan, including sequels to popular
Subsequent games, like Final Fantasy XII, and the titles, like Final Fantasy V and Seiken Densetsu 3.
re-localisations of the PSP ports of Final Fantasy Some intrepid fans wrote guides and posted them
Tactics and Tactics Ogre, share this style. on the internet, for print-out, to help during play,
Of particular note are the localisations but this was unwieldy. However, it was possible for
of the Dragon Quest games. When originally fans to hack into the game’s ROM files, translate
released in English as Dragon Warrior, the text the script, and add it back in, making the game
had a fictional Ye Olde English-style writing, to playable in English, or any other language.
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Two early English
fan translations:
SD Snatcher (left)
for the MSX2 by
Oasis, and Tales of
Phantasia (right)
for the Super
Famicom by DeJap
Translations.
Naturally, this is all much easier said than has a fan translation by longtime EarthBound
done. The localisation problems we discussed fan Clyde “Tomato” Mandelin that’s easily on the
earlier were tough enough, despite assuming that same level as official translations from Nintendo.
the programming would be done by the original Some official translations were also
developers, or at least people who had access to notoriously poor, or suffered from technical
the source code. From the consumer end, all that’s constraints. One of the most notorious is Breath
available is the compiled ROM, which means it of Fire II for the SNES, but there’s a fan patch by
basically needs to be reverse engineered to figure Ryusui and d4s that completely retranslates the
out where the text is located, and how to change script into much more readable English, making
it. This requires a whole lot of trial and error, for a far better experience. Hacking fixes more than
not to mention various tools built into emulators. just text though, as glitches and other annoying
Even more problems arise, because some RPGs of localisation tweaks can also be addressed. Enix’s
the era tended to be held together with the digital The 7th Saga was made ridiculously hard in the
equivalent of duct tape, and often crashed if even overseas version; a fan patch can adjust it to match
something minor went wrong. As a result, it takes the Japanese original. Many Working Designs
an enormous amount of time and effort for the titles had stat tweaks that made the game more
hackers, translators, and testers to be able to create frustrating and difficult; fan patches also alleviate
a fully playable product in another language. these problems.
The first English fan translation, at least There’s an obvious issue of legality here,
as far as anyone can figure out, was Oasis’ which fan translation groups try to get around.
SD Snatcher for the MSX2, seemingly released in Distributing a pre-modified ROM is definitely
Europe in the early ’90s. As the game was released copyright infringement, so instead, patches are
on disks, it was fairly easy to read and modify distributed that only contain the revised text,
the game’s files. Cartridges are a different story which can be applied to a Japanese ROM to
though, and while there were black market game change the language. This still treads a murky
copiers that let people dump the ROM files onto line, because, technically, even spreading
a disk to be read (and copied) by computers, these translations of copyright text is not strictly legal,
were expensive and hard to get hold of. It wasn’t but it’s something that game publishers tend
until the mid-’90s that internet access became to look away from, especially in the case of very
widespread, and console emulators evolved to the old games where the publisher might no longer
point where they could offer an experience almost exist. But it’s helped keep many games alive in
identical to playing on a real console. At this point, English-speaking circles, enough that some even
various groups like Aeon Genesis and DeJap received official translations down the line (like
Translations began translating titles. the aforementioned Final Fantasy V, and Seiken
As for the quality of the translations, they Densetsu 3, localised as Trials of Mana).
are done by amateurs, so they can vary. One of However, even today, it’s really only
the most infamous fan translations is DeJap’s the popular titles that get a second chance
Tales of Phantasia for the Super Famicom, in the wider marketplace. There are still
which took liberties with some dialogue to inject scores and scores of games that will never
some adult humour. This is in line with many be released in English, and are really only
fan-subtitled anime of the late ’90s, particularly playable with fan translations; there are
Dragon Ball Z, which added numerous extra even more with no fan translations at all.
curse words, as anime is reputedly not for kids. As of 2020, none of the PC Engine Tengai
However, it’s not like professional translations Makyou games are playable in English;
didn’t often rewrite text in inappropriate ways despite being a huge factor in the 16-bit JRPG
(as Working Designs often did). Plus, since landscape, they are almost unknown among
amateurs are often doing it solely out of passion, English speakers. So the ROM hacking groups
and they aren’t working under deadlines or other play a hugely important part in making sure
constraints, they usually do a pretty good job. these games are more widely understood by the
In particular, Mother 3 for the Game Boy Advance international gaming audience.
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Soundtracks
Video game music was simple in the beginning, the ’70s and ’80s. He was so impressed with
often relegated to little ditties as sound effects, one of Enix’s early shogi (Japanese chess)
played during the game. But arcade sound titles that he wrote them a letter, and was
hardware improved in the early ’80s, allowing for shortly thereafter hired to compose for them.
simple but catchy melodies as heard in games like For Dragon Quest, Sugiyama channelled the works
Namco’s Mappy and The Tower of Druaga. While of composers like Richard Wagner, with the title
systems like the ColecoVision could play music, screen theme becoming one of the most iconic in
they were rarely used effectively. The Nintendo all of video gaming. In 1986, the soundtrack was
Entertainment System was the first home console rearranged for a live orchestra for the Dragon
with more complex sound hardware, and theme Quest Suite soundtrack, which led to orchestral
songs for games like Super Mario Bros. and The concerts and many types of rendition for nearly
Legend of Zelda, both by composer Koji Kondo, every game in the series.
proved to be an essential accompaniment to the One of the other big RPG developers of the
action. This resulted in a whole industry focused late ’80s was Square, with many of its soundtracks
on video game music, selling soundtrack CDs being the work of its in-house composer Nobuo
with recordings of game compositions as well Uematsu. His soundtracks to the first three Final
as arrangements using live instruments. Many Fantasy games are decent, and also received
companies even formed their own in-house bands, arranged CDs, but it was really Final Fantasy IV
like SEGA’s SST Band and Taito’s Zuntata. for the SNES that put him on the map.
The video game music industry was spurred The SNES sound chip was sample-based, able
on first and foremost by hobbyists. Early on, sound to use recordings of various instruments rather
hardware companies used PSG (programmable than computer-generated sounds, and it was an
sound generation) synthesis. However, one of incredible bit of technology for the time. Uematsu
the big turning points was the YM2203 sound continued to compose for the Final Fantasy series
synthesizer, included with the PC8801mkIISR regularly up until the tenth entry (and contributed
home computer and also available as separate sporadically afterwards), while Square hired more
accessory. The music in early PC games was composers who would go on to fantastic careers
simple beeps, if it existed at all; many were played – Yasunori Mitsuda, known for Chrono Trigger,
in silence. The first big title with notable music was Chrono Cross, and Xenogears; Yoko Shimomura,
1986’s Xanadu Scenario II, which featured music who had worked on Street Fighter II with Capcom
by budding composer Yuzo Koshiro, who had sent and did Front Mission, Live-A-Live, Legend of
a demo tape into Falcom, which decided to use Mana, and Kingdom Hearts for Square; Kenji Ito,
his tracks. This sparked Falcom’s reputation for known for SaGa and its many related titles; Masashi
excellent soundtracks, leading to 1987’s All Over Hamauzu, originally a contributor to Final Fantasy
Xanadu, an arranged album played in a variety of X before being put in charge for Final Fantasy XIII,
styles using guitars, synthesizers and saxophones. as well as other games like SaGa Frontier II and
Credited to the Xanadu Rockalight Orchestra, the Unlimited Saga; and many others. They also created
company eventually formed the Falcom JDK Band, many types of arranged soundtrack for their games,
which is credited for the company’s soundtracks varying the musical style – Final Fantasy IV had an
to this day. Meanwhile, Koshiro supplied music arranged album called Celtic Moon featuring (of
for a number of other Falcom RPGs, like Legacy course) Celtic-inspired music, while Chrono Trigger
of the Wizard and Sorcerian, and later gained received one called The Brink of Time, an eccentric
international fame with his incredible music for jazz fusion album. This allowed for a wide variety of
Quintet’s ActRaiser and SEGA’s Streets of Rage. interpretations of the soundtracks.
He later returned to the FM synthesizer style that The Megami Tensei games were exclusive to
kickstarted his career with Atlus’ Etrian Odyssey Japan for a long time, but their soundtracks were
series, which was a throwback to classic first- fairly well regarded there. The early works were
person dungeon crawlers. provided primarily by Tsukasa Masuko, an early
Dragon Quest, released in 1986, was also employee of Atlus. Megami Tensei II is one of the
one of the most influential series in video game handful of Famicom cartridges to include an extra
music. This used the works of Koichi Sugiyama, sound synthesizer, bolstering the music with extra,
a classically trained composer who had worked stronger sound channels, and its moody rock style
on many films and commercials through continued on the Super Famicom and into the
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Left-to-right, top-
to-bottom: All Over
Xanadu, Symphonic
Suite Dragon Quest
V, Final Fantasy VIII
Original Soundtrack
and Octopath
Traveler Original
Soundtrack.
32-bit era. With the PlayStation 2 games, Masuko the 16-bit era, Final Fantasy VI had over 60 tracks,
took a back seat, with Shoji Meguro becoming the with the soundtrack spread across three CDs.
series’ primary composer. While he has a distinct Beyond the ones listed above, there are
rock style, many of his works mix in other genres, several other notable composers. The duo Hitoshi
like the hip-hop tracks in Persona 3 or the jazzy Sakimoto and Masaharu Iwata got their start
feel of Persona 5. similarly to that of Yuzo Koshiro, writing music
The advent of CD-ROM technology allowed the for homebrew Japanese PC games before getting
video game music industry to leap forward. Despite hired by Quest for games like Magical Chase.
the famous works in video games in the late ’80s and But it was their work on Ogre Battle that defined
early ’90s, the mass gaming audience still saw video their signature orchestral style, which can be
game music as being simple bleeps and bloops, but heard in later games like Final Fantasy Tactics,
CD-ROM games could play recorded music of any type, Tactics Ogre, and Final Fantasy XII. Sakimoto also
since they also functioned as audio CDs. Publishers founded the music production studio Basiscape,
pushed this hard, especially with games like Ys Book expanding its team of composers to work on
I & II, which took an already famous soundtrack games like Odin Sphere and Dragon’s Crown.
(in Japan anyway) and rearranged it with high- Motoi Sakuraba worked closely on many
energy synthesizers. Without the limits of sound titles for Telenet and Wolf Team, with his breakout
chips, composers could provide any type of music console games being Tales of Phantasia and Star
they wanted, though much of it was based on ’80s Ocean for the Super Famicom. He’s worked closely
and ’90s pop music. with both Namco and tri-Ace on many of their
While diverse styles of music were found games, but also contributed to work by Camelot
across many types of games, role-playing game (Golden Sun) and FromSoftware (Dark Souls).
soundtracks are typically the most lauded. The He’s big into progressive rock, though some of his
main reason behind this is that role-playing games works also use a firmer orchestral sound.
are almost always long. They feature plenty of These are but a few of the big names among
different locales, and you’re expected to listen to JRPG fans, but there are many other distinctive
the same songs on loop for hours on end. Since soundtracks from a wide variety of composers;
you’re subjected to them for so long, they’d better more recent hits include The World Ends With You
be good! Early soundtracks still didn’t have many (Takeharu Ishimoto), Octopath Traveler (Yasunori
tracks – Dragon Quest only has eight tunes – but as Nishiki), Bravely Default (Revo), and both Nier
the 16-bit era progressed, the games grew in size, as games (Keiichi Okabe, Kakeru Ishihama, Keigo
did the number of tracks they needed. By the end of Hoashi, and Takafumi Nishimura).
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Anime
The worlds of Japanese video games, manga, and a TV series from 2001, which is Final Fantasy in
anime have been intertwined since their inception; name only. Later adaptations were more closely
consequently there are many cases of cross-media tied to individual games, like Final Fantasy VII:
adaptations. However, the nature of these often Advent Children, a fully CGI film sequel that takes
varies from property to property. Listed here are place after that game’s ending, and Final Fantasy
some of the more popular series. XV: Kingsglaive, another CGI film that explains
The first RPG adaptation was Falcom’s the game’s backstory.
Xanadu, a computer game released in 1985. The first OVA for Megami Tensei is an
However, the game itself didn’t have much of a adaptation of the original novel rather than the
story – there was a generic fantasy-world setting, game, though there was a follow-up released in
but as with most games of the time, the player 1994 that was released internationally as Tokyo
controlled a user-created avatar, and the entire Revelation. This anime borrows one of the main
game was spent crawling through dungeons, themes of the game, demon summoning, as a
which doesn’t exactly make for compelling way to appeal to fans of the occult, but otherwise
storytelling. In 1987, Falcom employee Kazuhiko doesn’t tie into any of the main games nor
Tsuzuki created a single volume manga called feature any of the other main aspects (the post-
Xanadu: Dragon Slayer Legend, which created apocalyptic, cyberpunk aesthetic, the mythological
a new backstory, involving a soldier from the creatures) that made the core series so compelling.
future who fell back into a medieval world. Due to the English name, it’s nearly impossible to
Despite being only tenuously related to the tell that it was meant to be a Shin Megami Tensei
game, other than sharing some terminology, tie-in to begin with, other than by the occasional
like “Dragon Slayer sword”, this was used as the appearance of the game’s logo.
basis for a single-episode OVA, released in 1988. Some games only received partial
The artwork for the manga and anime was later adaptations, like Nintendo’s Fire Emblem and
used for certain releases of the PC game, even Falcom’s Dragon Slayer: Legend of Heroes, both
though the characters, warrior Fieg and bikini-clad released as OVAs with two episodes each. Since
archer Riel, don’t appear in the game themselves. these only introduced the story, they’re either
By this time, Dragon Quest fever was meant as ways for fans to see these characters fully
sweeping Japan, which eventually led to two animated with voice actors, or as an introduction
anime series. Rather than directly adapting any for potential fans, leading them into the game.
of the games, new characters and stories were Both of these were released in English, but at
created, essentially giving a brand new experience, the time of their release in the late ’90s, none
even for those familiar with the games. The first, of the Fire Emblem games had been localised
Yuusha Abel Densetsu (“The Legend of Hero (the hero’s name was translated here as Mars,
Abel”) ran for 43 episodes between 1989 and 1990 rather than Marth, as he would later be known),
– the first 13 episodes were actually dubbed by and Dragon Slayer was only on the relatively
Saban Entertainment and released internationally obscure TurboGrafx-16 CD-ROM system.
as Dragon Warrior. The second series, Dai no One of the better OVA adaptations of the
Daibouken, was an even bigger hit, with 46 time was Falcom’s Ys, released as two series: four
episodes and three films, along with a 37-volume episodes based on the first game, and seven based
manga series. This resonated so strongly among on the second. Both of these effectively adapted the
the fanbase that it received a revival, along with a games’ stories, while adding in extra plot elements
video game tie-in, nearly 30 years later, in 2020. that made them more suitable for the format.
Final Fantasy’s first anime tie-in came with Fans could now see boss battles fully animated, and
Legend of the Crystals, a four-episode OVA released the soundtrack even consists of new arrangements
in 1994. Ostensibly a sequel to Final Fantasy V, of classic tunes.
it takes place 200 years after that game’s story. Namco’s Tales series has a number of
Despite the presence of elements like crystals and adaptations of varying natures. Of the TV series,
Chocobos, it barely feels related to the core series. Tales of Eternia (based on the game known as
The same can be said of Final Fantasy Unlimited, Tales of Destiny II in English) features the same
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Featured left-to-
right, top to-bottom:
Dragon Slayer:
Xanadu, Ys: Book
One, Dragon Quest:
Dai no Daibouken,
Fire Emblem, Sakura
Wars, and Tales of
the Abyss.
characters, but in new stories unrelated to the Of course, one of the most popular anime
games; meanwhile, Tales of the Abyss is a closer adaptations is Pokémon, which ended up being just
adaptation of the actual game. Other entries, like one part of a massive franchise. Beginning in 1997,
Phantasia, Symphonia, Vesperia, and Zestiria and based on the original Game Boy games, the tale
have shorter OVAs or film tie-ins, some of which of Ash Ketchum (based on the design of the main
flesh out the games’ stories. tri-Ace’s Star Ocean: trainer from the game) has gone on for 22 seasons,
The Second Story also received an adaptation all based on various Pokémon games, along with
known as Star Ocean EX, though even across its 26 22 animated films, and one Hollywood live action/
episodes, it doesn’t quite reach the end of the story. CGI blend, Detective Pikachu. This set down the
Sakura Wars also received a few anime template for many other properties aimed at kids,
releases, including a full TV series covering the including Digimon, Medabots, Monster Rancher,
events of the first Saturn game, a few OVAs, and Inazuma Eleven, and Yo-kai Watch.
even a movie. Since SEGA had neglected to bring There have been numerous manga tie-ins too,
the actual games out in North America, this at some of which were, technically, used as the basis
least allowed overseas fans to enjoy the franchise for the anime. There is plenty of video game manga
in some capacity. that doesn’t directly adapt a game’s story so much
Some of the modern Shin Megami Tensei as focus on individual characters. Many of these
spinoffs have more accurate anime adaptations are displayed in 4-koma (“four-panel”) format,
– Persona 3 received a number of films, while most of which are comedic in nature. These are
Persona 4, Persona 5, and Devil Survivor 2 typically created by artists other than those who
received faithful ones as well, so anime watchers made the main game, allowing them to reinterpret
can experience the story without having played familiar characters in different contexts, without
the games. having to adhere to a particular story.
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Attack and
Dethrone God
There are plenty of well known tropes in Japanese due to Christian intolerance of Shintoism and
RPGs, like dudes with spiky hair and big swords, Buddhism, and slave trading), so a series of
but probably the most unusual, at least to Western edicts was introduced at the end of the century
audiences, is the recurring trend of killing God. that banned the religion from the country. This
Please note that this section includes spoilers for continued until the Meiji Restoration in 1868, after
several games, since the fact that a god is actually which Christian practice was again permitted, but
evil is a common plot twist. Major plot elements it’s still a minority religion, with about 1.5 million
are revealed here for Megami Tensei II, Final practising as of 2015.
Fantasy Legend, Xenogears, Breath of Fire II, Probably the most important video game in
Final Fantasy Tactics, Final Fantasy X, Xenosaga, terms of understanding the broad attitude towards
and Dragon Quest VII. Christianity is Atlus’ Megami Tensei series, in which
The most obvious explanation is that gods and mythological beings of all faiths and
“godhood” is the ultimate form for a human to religions co-exist. Thor, the Greek god of Thunder,
achieve, particularly bad guys. Conflicts need is just as real as Amaterasu, the Japanese god of the
villains, and many RPGs feature tyrannical sun, or Lucifer, the Christian devil. And if Zeus, the
kings, demons, or monsters, so eventually things leader of the Greek gods, who toyed with humans
escalate further and further until you’re taking in cruel ways, is real, then why not the Christian
on something or someone with almighty power. God? A recurring enemy in the series is YHVH, or
This is seen a lot in 16-bit games, especially titles Yahweh, the Hebrew name of the Christian God –
from Square, where the main bad guys fashion here, he is based on his Old Testament activities,
themselves as incredibly elaborate idols, which such as destroying nearly all of humanity with a
was not only thematically impressive but also a flood, rather than being the love-thy-neighbour
good way to show off the skill of the company’s version described by Jesus Christ in the New
sprite artists. Testament. YHVH ends up being a recurring
But beyond this, many JRPGs have antagonist in the franchise, it being one of the few
another recurring theme – namely, distrust of in which you actually fight the Biblical God, rather
organised religion. To understand why, involves than a non-denominational or allegorical being.
understanding religion in Japan. Most Japanese This can be seen in Capcom’s Breath of Fire II,
practice Shintoism, Buddhism, or both, since where the main antagonist, Deathevan, creates
they are not mutually exclusive. They actually the St. Eva Church with the intention of collecting
differ substantially from other world religions human souls. Considering how, historically,
like Christianity, Hinduism and Islam in that European Christians preached the gospel of Christ
they aren’t organised in the same way; they are a while capturing Japanese citizens and selling them
series of spiritual rituals and beliefs. Shintoism into slavery, it’s easy to see how the Christian
is polytheistic, with thousands upon thousands church could be viewed negatively. Something
of “kami”, which can be gods or other forces of similar can be seen in Final Fantasy Tactics and
nature. While Shintoism has its own creation the Church of Glabados, which focuses on the
myth, there is no established creator in Buddhism. Christ-like figure of Saint Ajora, who was actually
Indeed, Buddhists don’t even worship Buddha as a possessed by an evil demon. Final Fantasy X has
god, but rather as a figure to be admired. followers of the teachings of Yevon, drawn in due to
The history of Christianity in Japan is a little the constant cycle of death that plagues their land,
rocky. Christian missionaries came from Europe in although Yevon is eventually revealed to be the
1542 and actively began to convert many Japanese, cause of all their world’s destruction and suffering.
but the daimyou Toyotomi Hideyoshi became All in all, entities that make great promises, but
threatened by its growing influence (primarily are full of lies, make for great villains.
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JRPG gods through
the ages: left-to-
right, top-to-bottom:
YHVH from Megami
Tensei II and Shin
Megami Tensei II,
the Creator from The
Final Fantasy Legend,
Kefka from Final
Fantasy VI, Queklain/
Cúchulainn from
Final Fantasy Tactics,
and God from Dragon
Warrior VII.
Furthermore, if you agree with the Buddhist these games are exported overseas to countries that
Truth “existence is suffering”, why not be avenged believe in Christianity more firmly.
on the creator responsible for your existence? However, not all game religions are
Indeed, what if all of the pain and suffering are just represented as evil. Central to the Dragon Quest
to entertain some cosmic being? That’s the exact series is a Christianity-like religion that follows
premise of the finale of Final Fantasy Legend, in the teachings of a Goddess; the Church is a place
which your heroes travel across several worlds, you need to visit regularly to save your game or
only to learn that all of their adventures were just resurrect fallen comrades. God is a figure in Dragon
for the entertainment of the creator. Rejecting Quest VII, and he’s actually presented as a friendly
their reward, they instead strike back in retaliation, character. Dragon Quest IX features a race of angel-
angry at being manipulated. (In Japanese, he is like beings, called Celestrians, who watch over
called Kami, or “god”, while the English version the humans below, though they also tend to the
translates this simply as “Creator”). gigantic World Tree, based on Yggdrasil of Norse
Japanese fiction often plays with world mythology, another recurring trope in JRPGs.
mythology in creative ways, as can be seen in games Indeed, religious themes, of sorts, are found
like Valkyrie Profile. But Xenosaga plays fast and regularly in JRPGs. Beneath the planet in Final
loose with Christian mythology, as Mary Magdalene, Fantasy VII is the Lifestream, not only the source of
one of the followers of Jesus Christ in the New all life but where the departed return to, when their
Testament, plays a central role in the story. Since lifetime is over. The harvesting of this resource by
Japan isn’t really a Christian nation, they can write the Shinra Corporation not only shows how evil
stories like this without worrying about offending it is, but also functions as a metaphor for climate
customers or committing blasphemy. Obviously change, and how humanity must respect nature if
this ends up coming off a little bit problematic when it wants to survive.
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Remakes
Technology marches on, and what was once state of the art In some cases, these go beyond just mere touch-ups and
can become outdated very quickly. Publishers often reissue instead change so much that they’re almost new products.
their older catalogue, sometimes simply by releasing console Among those pictured here is Final Fantasy Adventure (Game
emulations, which are basically identical to the original Boy, Game Boy Advance, Vita), also known as Sword of Mana
versions. But other times, they’ll enhance the game by and Adventures of Mana, as well as Phantasy Star (SEGA Master
redrawing the graphics or rearranging the music to be more System, PlayStation 2). Some were entirely remade for 3D,
suitable for the platform they’re issuing on. Sometimes they including Romancing SaGa (Super Famicom, PlayStation 2)
keep the mechanics the same, maybe just fixing up some and Trials of Mana (Super Famicom, PlayStation 4). Of all of
bugs, but other games will get changes, particularly reducing these, Final Fantasy VII (PlayStation, PlayStation 4) underwent
the difficulty or increasing the amount of gold and experience the most drastic changes, hugely expanding the setting,
gained through battle, to reduce the tedium. This can be seen changing to a more action-type combat system, and adding
in Final Fantasy (NES, PlayStation, PlayStation Portable) and hours of fully voiced cutscenes. It’s also only the first chapter
Dragon Quest (NES, Super Famicom, and Switch). in what’s intended to be a multi-game spanning-saga.
Final Fantasy
Dragon Quest
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Phantasy Star
Romancing SaGa
Trials of Mana
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Japanese
PC RPGs
The ’80s video game industry was basically an are pure dungeon crawlers are featured in their
open frontier, regardless of the genre or territory. own section later in this book (see pg. 556).
There were no real established genres and no This section covers the PC RPG industry of
idea of what the consumers really wanted, so the the ’80s through to the mid-’90s. As with most
games put out were often the creative whims of the things with Japanese RPGs, the eras can be
programmers. Companies like Enix and Bothtec divided into before Dragon Quest (circa 1986) and
held contests and solicited submissions (not unlike after Dragon Quest. During the early period, it was
Electronic Arts in North America), with the best difficult to decide what an “RPG” actually was, so
games getting commercial distribution in some there are some games featured here that termed
form. Of course, since no one really knew what themselves “simulations”, while others advertised
they were doing, there were plenty of interesting themselves as “RPGs” even though the role-playing
ideas, but the games themselves often suffered elements as we understand them today are sparse.
from various technical or design issues that make During the latter period, even PC RPGs took a little
them difficult to play, by modern standards. That more closely after their console counterparts, but
was just as true in the ’80s, so gamers often turned were often a little different – aimed at an older
to magazine strategy guides to help them out. This and more sophisticated audience, they were more
was frustrating, but in many ways it didn’t matter – difficult (or perhaps, just not as refined) – plus they
back then, just playing the role of some little dude took advantage of the extra disk space afforded
on a monitor or TV screen was its own reward, and to computers to create more visually arresting
there was no expectation of actually “beating” the games. A good number of these were later ported
game you’d purchased or typed in. to consoles. By the time the console CD-ROM
When it came to RPGs, there were some formats rolled around, the space advantage of PCs
templates for Japanese developers to follow, had essentially disappeared. Those developers still
primarily Wizardry and Ultima, both of which were focusing on PCs mostly did so in order to avoid
imported from the United States. While very early console licensing fees, and to publish whatever
games hew closely to these formats, developers they wanted, without regulation. But most elected
quickly started taking elements of them and to make the jump to consoles eventually, since
steering them in new and interesting ways. Some that’s generally where the money was.
games aren’t much different from what Western Even though it’s not technically a computer
developers were putting out at time, but others, game, we’re also sticking Namco’s Tower of
particularly the adult software from Koei, was Druaga series into this chapter. As a 1984
wildly divergent. Many of the more interesting ones release, it has more in common with the design
are featured in this chapter, though the games that philosophies of this era than any other.
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Mugen no Shinzou (series)
Developer: XtalSoft | Released: 1984 | Platform(s): PC88, PC98
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The enemy artwork
is indeed excellent
for its time.
way home. There are also three overworld maps to added back in some complexity, like multiple party
explore, based on the human, elf, and dark worlds. members.
There’s some discussion among Japanese A third game was released in 1990, though
RPG enthusiasts about whether Dragon Quest is a without its original creator. The warrior here
rip-off of Mugen no Shinzou II. There are certainly has escaped back to his original world … except
some similarities in the structure and (arguably) billions of years have passed, so everything is
the overworld map design, though some of them completely unrecognisable. This game fleshes
are just fantasy tropes (there are dragons and out the backstory of all of the others, with 15
princesses!) and it’s not like any developer had parallel worlds bound together by a magic sword,
a monopoly on an “Ultima/Wizardry combo”. though chaos broke them all apart. Five years
But Mugen no Shinzou II is aimed towards an passed between this game and its predecessor, so
older, PC-based audience, so it’s a bit more the visuals were much better, actual music was
complex. Your warriors need to watch their hunger included, more types of beings (including dragons
– they need constant feeding – plus there’s a line and giants) to join your team, as well as a class
of sight mechanic that keeps the player from change system. The battle system has changed too,
seeing behind obstacles, two aspects that were with an overworld perspective closer to Ultima III
ditched from Dragon Quest. And while random and IV, along with an auto battle function to speed
encounters were standard in JRPGs for a long time, things up.
largely thanks to Dragon Quest, here in Mugen Around the time Mugen no Shinzou III
no Shinzou II, enemies are actually visible on the was released, XtalSoft went out of business, with
map (called “symbol encounters” in Japanese). many of its staff going to T&E Soft, while others
Mugen no Shinzou II, as with its predecessor, also joined Square, where they worked on games like
has no music, something which doesn’t really fly Final Fantasy Legend III and Final Fantasy: Mystic
in the console space. Since Dragon Quest was a Quest. Other RPGs put out before the company’s
Famicom game, and was primarily for children (or closure include the action RPG Jehard (which
at least families), it’s easy to see why some PC RPG seems to be a misspelling of the word “jihad”) and
mechanics were simplified, though later games three games in the Crimson series.
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The Tower of Druaga (series)
Developer: Namco | Released: 1984 | Platform(s): ARC, FC, PCE, SFC, PS2
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Main panel, clockwise
from top left: The
Tower of Druaga (PC
Engine port), The
Return of Ishtar, The
Blue Crystal Rod, and
The Quest of Ki. Also
featured above is the
artwork for The Quest
of Ki, as the damsel-
in-distress proved to
be quite popular.
Castle Saga. The Return of Ishtar (1986), released you use her jumping powers to weave through
in arcades, is a direct sequel, as Gil and Ki must 100 stages of incredibly difficult platforming
descend the tower after being rescued. However, challenges. Its design was inspired by the 1983
the layouts have changed, and indeed, it’s a Atari arcade game Major Havoc. The Blue Crystal
completely different game. There are two joysticks, Rod (1994) is an adventure game for the Super
one to control each character, so it either requires Famicom, mostly presented from the first-person
two players, or one player must control both Gil perspective. It expands the story of the world,
and Ki simultaneously. It’s about as clumsy as it and includes 48 different endings. Finally, The
sounds. Gil is the only one who can attack directly, Nightmare of Druaga: Fushigi no Dungeon
while Ki will be killed (thus ending the game) if an (2004) for the PlayStation 2 is a Mystery Dungeon
enemy touches her. Meanwhile, she has a variety of game developed by Chunsoft and Arika, and is a
magic spells … but they’re limited in use, with no Rogue-like.
indication of how many times you can use them. An anime TV series was broadcast in 2008
While gamers were enamoured with the obscure and 2009, subtitled The Aegis of Uruk and The
charms of the original title, design choices like Sword of Uruk. The stories take place long after
these led to this entry being widely ignored. the adventures of Gil and Ki, so the characters are
Next up was The Quest of Ki (1988) for the mostly new. It contains various lore from all of
Famicom, a prequel that gives a starring role to the previous games, and also pokes fun at various
the heroine. This is a straight-up action game, as fantasy and RPG tropes.
The Tower of
Druaga plays such
a big part in the
Japanese video game
consciousness that
it actually inspired
an anime series
25 years after its
initial release.
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The Black Onyx
Developer: Bullet-Proof Software | Released: 1984 | Platform(s): PC88, MSX, SG1000, GBC, FC
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Before engaging other characters, you can Outside of the initial run of releases on
attempt to talk to them. If you have the space, Japanese PCs, there were a handful of console
they may join you as well – these replacements ports. SEGA developed a version for the SG-1000
are very handy, since if a character dies, there’s in 1987, the only RPG released on the console. This
no way to resurrect them. Many of the folks you is the weakest-looking port, though it does have
find wandering about are also more powerful than a single looping music track, compared to the
the ones you can initially create. The names for occasional ditties in some of the other versions.
the human characters are randomly generated in This was translated into English and ported by
English, so they all tend to sound pretty ridiculous. fans to the ColecoVision.
The Black Onyx is also a little different from BPS later (1988) made a version called Super
Wizardry in that you can actually explore the Black Onyx for the Famicom, which is more of a
town, instead of it just being represented by a sequel than a port. Among the changes, you can
series of menus. There are actually three different create a character class, choosing from fighter,
entrances to the six-level labyrinth, two being magician, or monk. There are 12 floors, each While The Black
hidden, which bring you down to different areas. with a different theme, and you no longer begin Onyx was forgotten
The game is also well known for the cryptic phrase in town. The dungeon view is almost full-screen, through most of
“iro ikkai zutsu” (“one colour each”), a clue to while the characters are slightly bigger and the ’90s, Taito
solving a colour-based maze on the lowest floor. more animated. Still, in spite of its changes, it’s brought the series
The game was also developed with sequels in still pretty basic compared to Wizardry, which back briefly, for
mind, as seemingly, they were unable to implement had been ported to the system a year prior. the Game Boy Color.
all their plans, due to memory (and/or time) The game is also entirely in English, which was
constraints. As a result, a few areas – the temple, baffling to Japanese gamers. The Black Onyx was
the gate, and the arena – are off-limits in the briefly resurrected in 2001 with a release for the
original game. It wasn’t until the sequel, The Fire Game Boy Color by Taito and Atelier Double. This
Crystal, that you could finally visit the temple. This is faithful to the original PC release, but has an
has six brand new floors to explore, plus a second added mode with updated graphics.
character class, magician, which lets you use The Black Onyx franchise didn’t last very
magic. Otherwise, it feels more like an expansion long, simply because it was created for beginners
than a sequel, despite being a standalone … but as gamers became more savvy, and went
product. A third game, called The Moonstone, on to more complicated games like Wizardry,
was planned, which would have let you explore it quickly became outdated. The cancellation of
the world outside of Utsuro. Though screenshots The Moonstone effectively killed the series, and
were released, the game was ultimately cancelled the later console ports failed to impress anyone
after development difficulties. A fourth game, who was already familiar with games like Dragon
called Arena, was also cancelled, and would have Quest. Still, its legacy is undeniable, and it still
introduced player-versus-player combat. stands tall in video game history.
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Hydlide (series)
Developer: T&E Soft | Released: 1984 | Platform(s): FM7, MSX, MSX2, NES, PC60, PC88, PC98, GEN, WIN
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come out until 1989, nearly five years after its weighting towards mêlée fighting or spell
initial computer release, and it was horrendously casting. There’s a time system, which flows
outdated when compared to The Legend of Zelda. between days and nights, and you need to keep
While it was considered relatively approachable at your warrior fed and rested or their performance
the time, its vague direction, harsh balance, small will degrade. There’s also a weight system that
overworld, and lack of an attack button made it disallows you from carrying too much stuff, plus
immensely clumsy to play. Moreover, it looked the morality system from the previous game.
ugly and had only one song, imported from the PC There’s an actual attack button too, so you no
version of Hydlide II, which sounded an awful lot longer need to bump into enemies. This game
like a chipper version of the Indiana Jones theme. also introduces boss fights. Finally, there’s a
It was widely derided, and become something of a twist ending that falls into sci-fi territory, as
joke among NES fans. the final foe is a five-eyed being named Kaizack,
Hydlide II is a much more expansive game, who created the entire universe and has decided
which has a larger overworld, a few towns, NPCs to destroy it now it’s grown too large for him to
you can chat with, and money to purchase items. handle. So it’s basically a variation of the “killing
In other words, it has a lot more traditional RPG god” scenario that’s common to many JRPGs.
elements. In addition to magic spells, there’s also Hydlide III was ported to the Famicom and
a training program to build up your stats, plus a the Mega Drive, with the 16-bit port released in
morality system, in which your FORTH goes up North America and Europe as Super Hydlide.
when you kill bad monsters and goes down when While it’s much more advanced than the first
you kill innocents or otherwise “good” characters. game, it’s still rather difficult to play, and since it
This was similar to the karma system found in is basically an 8-bit computer game, it felt pretty
RPGs like Xanadu. This version was only released outdated on these consoles. At least the music in
on PCs and was not ported to consoles. this version is pretty good. An American PC port
The main Hydlide trilogy ends with the was planned by Kyodai, who also brought a few
third game, subtitled The Space Memories. The other Japanese PC games to the West, like Psychic
storytelling here, related in a brief prologue, is War and the first Ys, but the plans fell through and
a little more ambitious, telling of how a fissure it was never completed.
opened in deep space and allowed demons to All three games were also ported to
spread over the land. There are four character Windows in 1999, in celebration of the series’ 15th
classes to choose from – Fighter, Thief, Monk, anniversary; this edition included the original
and Cleric – each with different abilities and PC88 versions with new and updated graphics.
The Japanese
covers for Hydlide
were almost
certainly inspired
by the album
artwork for prog
rock band Yes,
illustrated by
Roger Dean.
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Virtual Hydlide
Developer: T&E Soft | Released: 1995 | Platform(s): SAT
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Tir Na Nog (series)
Developer: SystemSoft | Released: 1987 | Platform(s): PC88, PC98, MSX2, WIN, PS2
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Cruise Chaser Blassty
Developer: Square | Released: 1986 | Platform(s): PC88, PC98, X1
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Chikyuu Senshi Rayieza
Developer: Enix | Released: 1985 | Platform(s): FM7, MSX, PC88, X1, FC
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Miracle Warriors
Developer: Kogado/ASCII/SEGA | Released: 1986 | Platform(s): FM7, X1, PC88, PC98, MSX, FC, SMS
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Cosmic Soldier / Psychic War
Developer: Kogado | Released: 1985 | Platform(s): FM7, MSX, PC88, PC98, X1, IBM
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Last Armageddon
Developer: Brain Grey | Released: 1988 | Platform(s): PC98, MSX2, X1, X68, FMT, FC, PCECD
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46 Okunen Monogatari (series)
Developer: Enix | Released: 1990 | Platform(s): PC98, SNES
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Arcus (series)
Developer: Wolf Team | Released: 1989 | Platform(s): PC88, PC98, MSX2, MCD
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Exile (series)
Developer: Telenet | Released: 1988 | Platform(s): PC88, PC98, MSX2, X1, TGCD, GEN
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Xak (series)
Developer: Micro Cabin | Released: 1989 | Platform(s): PC88, PC98, MSX2, FMT, X68, PCECD, SFC
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SD Snatcher
Developer: Konami | Released: 1990 | Platform(s): MSX2
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Emerald Dragon
Developer: Glodia | Released: 1989 | Platform(s): PC88, PC98, FMT, MSX2, X68, PCECD, SFC
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Zavas
Developer: Glodia | Released: 1988 | Platform(s): PC88, PC98, X68
Alshark
Developer: Right Stuff | Released: 1991 | Platform(s): PC98, FMT, X68, MCD, PCECD
Alshark takes place in the universe of Wispread,
consisting of three kingdoms with varying spheres
of influence. The hero is a boy named Sion, whose
life is shaken up when a meteorite hits his planet.
He goes to investigate, only for his girlfriend’s
father to become possessed, and kill his own
dad. Shaken by this disaster, he sets off on an
intergalactic adventure to discover the root of the
problem, requiring him to navigate the political
tensions of the galaxy.
The game is the inaugural title from Right
Stuff, a company formed by staff from Glodia. Most
of the staff had previously worked on Emerald
Dragon, including supervisor/writer Atsushi Ii, enemies out in space, with combat here presented Sci-fi RPGs are
character artist Akihiro Kimura, and musician as a shoot-’em-up similar to Konami’s Time Pilot. artefacts to be
Tenpei Sato. As such, for the most part, it looks The concept is cool, but the original PC treasured, though
and plays like a science fiction version of that game is still a bit rough around the edges, Alshark is no
game, right down to the battle system, in which particularly since the space exploration is a little Phantasy Star.
the player commands Sion and the computer too open-ended. And while the console ports of
controls everyone else. The art is pretty good, and Emerald Dragon got some polish, the Mega CD
the characters include robots and cyborgs. During and PC Engine CD versions of Alshark really
space exploration, you can directly control your didn’t, making it feel kinda crusty. Still, space
ship, presented from an overhead perspective, and opera RPGs are uncommon enough that it’s
guide it from planet to planet. You’ll also run into interesting for that alone.
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Chitei Tanken
Developer: Koei | Released: 1982 | Platform(s): PC80
Spy Daisakusen
Developer: Pony Canyon | Released: 1982 | Platform(s): PC80, MZ
Spy Daisakusen literally translates as “Spy
Operation”, but it’s also the Japanese name for the
famous ’60s television show Mission: Impossible.
The premise here is borrowed wholesale, complete
with a tape reel that addresses the player as
“Mr. Phelps” before giving them a mission to
infiltrate an enemy building and steal documents
from its library. There are six floors and ten rooms
on each floor, making for a total of 60 areas (plus
the hallways) to explore.
Much of the game is randomly generated,
including your spy’s starting statistics. Then you’re
given access to an equipment bunker, allowing you
bring in fun weapons like flame throwers, assault encounter enemies. If you do, you’re presented This is another
rifles, and submachine guns, and other things like with an overhead view of the room, with bad guys “simulation” title,
explosive briefcases and gas grenades. You are, represented by dots, and you can choose how to though the first-
however, limited by your character’s strength; if attack (aiming directly or firing wildly) and which person perspective
you overequip you’ll end up collapsing in front of weapon to use. Since the locations change every and emphasis on
the building’s front door. game, it’s a new challenge every time, and the both equipment
The building consists of six floors, each elevators have a nasty habit of randomly shocking and combat make
with a single hallway containing many doors. (and killing) you, so it doesn’t exactly play fair. it feel a little closer
This section is explored from a first-person Like many of these early games, this is arguably to an “RPG”.
perspective. The goal is to hunt for objects more of an adventure game than a role-playing
around the different rooms, though you may also game, though the packaging calls itself the latter.
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The Dragon & Princess
Developer: Koei | Released: 1982 | Platform(s): PC80, PC88
Khufu-Ou no Himitsu
Developer: Koei | Released: 1983 | Platform(s): PC80, PC88, FM7
Advertisements for Khufu-Ou no Himitsu (“The
Secret of King Khufu”) bragged that it was the first
RPG developed in Japan, though that has already
been disputed. You control an explorer making
their way through a pyramid, looking for the
treasures of the titular Egyptian pharaoh.
While other early Japanese RPGs take after
the likes of Ultima or Wizardry, this one is a little
different, since it plays a lot like one of the entries
in Epyx’s Dunjonquest series, which began in 1979
and includes games like Temple of Apshai, Hellfire
Warrior, and The Datestones of Ryn. This game
opens up, as with many Koei games, with your stats
randomly generated, including your endurance, dies; weapons you can find will greatly help. Your This pyramid
food stash, and Attack Success Points. The game is endurance and food drop constantly, but the exploration game
a simple dungeon crawler, in which you move from various items you find can replenish them. is probably a little
room to room, find items, and attack enemies. The It calls itself a “Roll Playing Game” on the too simple to be
rooms are fairly small (though each is given a name), title screen, though except for some simple considered an RPG,
and while you can move to new rooms, you can’t statistics, it’s a pretty straightforward game, even but it’s not the
backtrack to old ones. There are branching rooms, compared to the Dunjonquest titles. Item types only one to bear
however, and the map seems consistent each time. are limited and due to the linearity there’s not a resemblance
Combat is as simple as walking up to an even much to map. Still, it’s an interesting piece to a Western series.
enemy (those include bugs like scorpions and of history, especially considering that none of the
spiders) and hacking at them until one of you Dunjonquest games were released in Japan.
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Seiken Densetsu
Developer: Compaq | Released: 1983 | Platform(s): PC80, PC88
Dungeon
Developer: Koei | Released: 1983 | Platform(s): PC80, PC88, FM7
Released in late 1983, Koei’s Dungeon is often
cited as the first Japanese RPG. We’ve seen many
examples already that disputes this, not only with
borderline games like Spy Daisakusen, but also
earlier titles like The Dragon & Princess, as well
as Falcom’s Panorama Tou, released around the
same time. At its core, the game is very similar
to the early Ultima titles. New for Dungeon is
that you can pick from five character classes –
Warrior, Wizard, Monk, Bandit, and Ninja – then
roll for starting stats. You’re then plopped down
on a random part of the island of Zargos, with the
ultimate goal of finding the lost city of El Dorado.
In addition to monsters roaming the land, there attack (plus magic spells), as well as four defensive Dungeon may be
are several towns, as well as numerous entrances moves. The enemy designs, though static, are nicely a pretty generic
to the titular dungeon. Every move saps your drawn for the PC88 version – the PC80 version is title, but its massive
endurance, plus you need to be mindful of your much lower res, with foes being rendered in single labyrinth seems to be
food, which also depletes constantly. colours pixels. Though there are only five floors, the size of the entire
Towns are handled entirely via text interface, the base level is absolutely huge – it seems to overworld island.
through which you can purchase food and other extend below the entire area of the island.
items, while dungeon exploration is handled from Dungeon is more interesting from a historical
the first-person perspective. Encounters are one- perspective than anything else – it is a competent
on-one, as enemies move in semi-real time around Ultima clone, and while it is unwieldy, the same
the dungeon. There are four types of physical can be said for most titles of the era.
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Ken to Mahou
Developer: Koei | Released: 1983 | Platform(s): PC80, PC88, FM7
Arfgaldt
Developer: ASCII | Released: 1983 | Platform(s): PC80, PC88, FM7
When discussing lots of these early Japanese PC
releases, the question is often asked, “Is this an
RPG?”; the answer often boils down to, “Not really,
but it depends how you define RPG”. In the case
of Arfgaldt, the answer is definitively “yes”, as it
contains pretty much all of the hallmarks. It was
originally published as a type-in in ASCII magazine
before receiving a retail release on tape a little way
down the road.
The game is entirely text driven, and gives
you a predefined character, put out into the
world to explore. You can get a report of all of
your stats, which include your current location,
as X/Y coordinates on the hexagonal world map many can join you, though they need to be fed as The game is nothing
(which was included with the magazine or in the well. Imagining dozens of fellow warriors, a literal fancy, but its title
package), and all possible exits. You can also hunt small army, traipsing around the countryside and alone justifies its
for monsters, and if you find one, you’ll enter a beating up stuff, is a pretty amusing pastime. importance in the
turn-based battle, though the only selections you The title of the game is also historically pantheon of Japanese
can make are to attack or to run away. If you step important. While various sources render the RPGs, having very
off the main paths, you also run into random English title as Arfgaldt, in Japanese, the spelling probably inspired
encounters. You search for treasure, as well as food is extremely close to Alefgard, the name of the Dragon Quest.
to keep yourself from starving. You’ll also level up kingdom in the first Dragon Quest. It’s almost
the more you fight. You can find fellow warriors certainly the case that Yuji Horii played this game
to join your journey too, with no limit as to how and named that setting as a tribute.
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Genma Taisen
Developer: Pony Canyon | Released: 1983 | Platform(s): PC60, PC88, FM7
Poibos
Developer: Zatsoft | Released: 1983 | Platform(s): PC60, PC80, PC88, PC98, FM7, MZ, X1
Poibos was published by Daimyou Microcomputer
Academy, and was released on nearly every
computer platform of the time. While some other
contemporaneous RPGs, like Seiken Densetsu and
Dungeon, used typical fantasy themes, Poibos was
one of the first to use a sci-fi setting, inspired by
Star Wars. The title is a misspelling of Phoebus,
the Greek/Roman god also known as Apollo.
It actually has a pretty cool backstory, too.
The tyrannical Dark Emperor of the nation of
Krane has destroyed the planet of Poibos, and
has captured its few remaining citizens, including
the hero, Jorg. Jorg is tasked with breaking out
of prison, finding the few remaining citizens of than in other RPGs of the time. Since all of the Poibos Part 2 joins
Poibos, and escape off-planet. In addition to a few player characters are escapees, the only way to The Moonstone, the
key characters needed to complete the game, there find weapons is by claiming them from defeated would-be sequel to
are nearly 20 potential party members, though enemies, though they’ll run out of energy after a The Black Onyx,
only six can join at once. number of uses. as one of the early
Exploration is handled in a small window, The title indicates that this is Part 1, subtitled Japanese RPGs that
with a highlighted square that indicates your Dasshutsu (“The Escape”). Unfortunately the was planned but
position. When in combat, you can choose both developer went out of business after this game, never saw release.
attack and defence values for all party members, so there was never a Part 2. Nonetheless, it’s one
from 0-100. By choosing how aggressively to of the more interesting and innovative early
attack, you can build more elaborate strategies Japanese PC RPGs.
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Dragon Lair
Developer: Fugen Electronics | Released: 1983 | Platform(s): PC80, PC88, FM7
Courageous Perseus
Developer: Cosmos | Released: 1984 | Platform(s): PC88, FM7, X1, MSX
Courageous Perseus was one of the first action
RPGs to be released in Japan, coming out the
same month as Dragon Slayer and beating Hydlide
to the market by a few months. However, it tends
to be forgotten, since both of those went on to
produce many sequels and console ports, whereas
this one didn’t. It stars the Grecian hero Perseus,
who explores an island ruled by the Gorgon, with
the goal being to collect either the three goddess
statues, or the 12 Zodiac symbols.
The map is fairly open, though the many
impassable forests and mountains make it hard
to manoeuvre. Combat is simple, as you just hold
down a button and bump into enemies to attack. they can kill you instantly.) You also have to deal One of Japan’s
At the beginning, Perseus is too frail to kill most with your energy meter, which drops regardless earliest action RPGs,
enemies, so you need to find and prey on the weaker of whether you’re fighting, and is replenished by Courageous Perseus
foes, killing them to slowly increase your offence finding bells left throughout the land. received no console
and defence, which will eventually allow you to Courageous Perseus is basically all about ports or sequels, so
take on stronger enemies. Defeated enemies don’t the grind, but it’s actually far less difficult than it ended up being
respawn either, so the island will slowly become most of the other action RPGs that followed in mostly forgotten.
more and more deserted. However, there’s no its immediate footsteps – once you understand
indication of which enemies you should be taking the chain of enemies to attack, it’s not that hard
on, so it’s all trial and error. (Make sure to watch to beat, compared to the dark magic you need to
for the crabs when you’re on the raft, because summon to get anywhere in Xanadu.
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The Screamer
Developer: Magical Zoo | Released: 1985 | Platform(s): PC88
Lizard / Aspic
Developer: XtalSoft | Released: 1984 | Platform(s): PC60, PC88, FDS
Lizard and Aspic are two related RPGs developed
by XtalSoft. In Lizard, initially released in 1984,
your goal is to climb a tower and defeat monsters,
thus obtaining the Book of Truth from the Great
Lizard, in order to help rescue a princess. It’s a
standard first-person dungeon crawler, though
when you enter combat, your hero and the enemy
(which is always represented by a lizard sprite
regardless of what it is) duke it out. You just mash
the Fight command and whoever has the higher
stats or more health wins. There’s not much to it,
though there are three character classes to pick
from (Warrior, Thief, and Merchant).
Its sequel, Aspic, was released two years resolution, and makes the combat action-based, The shocking ending
later, in 1986, and is much more elaborate. The which ends up being pretty clumsy. of Aspic, the sequel
same hero, now named Samson, is tasked by the It does have a pretty cool plot twist, though. to Lizard, remains
king with defeating the evil serpent king of the Once you defeat Aspic at the end of the game and one of the most tragic
game’s title. There’s an actual overworld now; its return to the king’s castle, he kicks you out, as he among early RPGs.
towns, caves and other structures are explored in believes you’ve been cursed as well. So you storm
a first-person view, as in its predecessor. There are the castle and murder him, revealing that the
characters in the battlefield that you can draft into king was right – Aspic actually has an immortal
combat, which is also displayed side-on, though it soul and merely transfers himself into the body of
otherwise works similar. A Famicom Disk System anyone who kills him, which in this case, was you.
port from Bothtec is uglier, due to the lower How dark and tragic!
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Gandhara: Buddha no Seisen
Developer: Enix | Released: 1987 | Platform(s): PC88, PC98, X1, MSX, FM7
Illusion City
Developer: Micro Cabin | Released: 1989 | Platform(s): FMT, MSXR, PC98, MCD, X68
In Illusion City, after the return of Hong Kong
to China, the city was affected by a mysterious
earthquake that levelled almost the entire island.
An international intelligence group named SIVA
sent in investigators, and after a few months,
declared it safe for habitation, though what they
discovered was never made public. Fast-forward
a couple of decades, and people have returned,
though the city is now stratified into two layers:
a new artificial crust on the top, and the remains
of old Hong Kong below. The story begins when
a detective named Tien Ren begins investigating
the kidnapping of a young woman, leading him to
uncover the role that SIVA still plays. that platform, but its deficiencies show in ports This cyberpunk RPG
Illusion City has a distinctive cyberpunk for more powerful platforms (PC88/98, X68000, preceded similar
aesthetic, mixed with a bit of Oriental mysticism. FM Towns and Mega CD) – the sprites are tiny, games like Megami
This blend of technology and magic is similar to the animation is choppy, and most landscapes Tensei II and the
that in Shadowrun, albeit with an Asian setting. are rather unimpressive. Mechanically, the battles, Mega CD version
Together with its themes of demons and eastern displayed from an over-the-shoulder perspective, of Shadowrun.
religion, this makes for an interesting game that are slow and difficult, though encounters are at
has earned its reputation as a cult classic. The story least visible. The music, though, is pretty good.
is pretty cool, though it ends up being too elaborate Overall, it’s a decent, albeit rough-around-the-
and confusing. As one of the few games released edges, title from Micro Cabin, who proved here that
for the MSXTurboR, it’s technically advanced for they could do more innovative RPGs than Xak.
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Psychic City / Kaleidoscope
Developer: Hot-B | Released: 1984 | Platform(s): PC88, FM7
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Suiryuushi (series)
Developer: Shambalah | Released: 1989 | Platform(s): PC88, PC98, WIN
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Danchizuma no Yuuwaku
Developer: Koei | Released: 1983 | Platform(s): PC88, PC98, FM7
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Lost Power
Developer: Winkysoft | Released: 1986 | Platform(s): PC88, X1
Digan no Maseki
Developer: Artec | Released: 1988 | Platform(s): PC88, PC98, MSX2
Digan no Maseki (“The Magic Stone of Digan”)
begins with a young couple named Dino and
Abiria getting married and setting off on their
honeymoon. But on their trip, they are told a
terrifying fortune: something will tear them apart
… sure enough, when they return home, the bride
is afflicted by a mysterious disfiguring disease,
so Dino begins a journey to look for a cure.
While most RPGs put you into role of a
warrior, Digan no Maseki hammers home the
fact that Dino is just a regular guy. There’s a day/
night cycle, and you need to eat and sleep to stay
healthy. There are monsters that can be killed, but
they don’t give much money, and injuries can be on expensive purchases. It’s all rather tedious, but Naoyuki Kato’s
extremely debilitating, so instead it’s better to work among late ’80s RPGs, there’s nothing quite like it incredible artwork
a job to get money. There is a variety of diseases, – the closest modern equivalent is something like makes this stand
as you can catch colds from NPCs or get an STD if SEGA’s Shenmue. out from many other
you visit red light districts. Various characters can The fantasy world the game takes place RPGs, Japanese or
join you and help in combat, but their world does in is also richly detailed, filled with characters Western.
not revolve around Dino’s quest, so they might of different races and religions. While most
hop in and out on a whim. Therefore, building of the visuals are somewhat basic, there are
relationships is important if you want them to many illustrations provided by sci-fi artist
stick around. You can also faff about, work all day, Naoyuki Kato, which help give this game a very
build up a huge bank account and fritter it away distinctive feel.
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Curse of Babylon
Developer: XtalSoft | Released: 1986 | Platform(s): PC88, FM7, C64
Zeliard
Developer: Game Arts | Released: 1987 | Platform(s): PC88, X1, IBM
Game Arts was well known in the mid-to-late
’80s among Japanese PC fans for its technical
wizardry, creating action games like Thexder and
Silpheed that were almost on a par with their
console counterparts. In 1987, they developed
Zeliard, an action RPG in which a red-haired hero
named Duke Garland must save the kingdom from
the evil Jashin by hunting down nine magic jewels,
and free the princess Felicia from her Stone Curse.
The game is fairly similar to Falcom’s Ys III,
in that it’s a side-scrolling action game, though
it predates the latter by about two years. While
there are occasional towns where you can talk to
folks and purchase equipment, most of the game can succumb to enemies pretty quickly. There are Sierra also published
is spent in caves. Lots and lots of caves. There’s a no experience points, but you can buy an additional Game Arts’ other
vast, interconnected world to explore, and while sword and armour, and obtain a number of magic PC games in North
there is some visual variation between the caves, spells to aid your quest. America, as well as
it’s still pretty samey. Still, the visuals are fairly Zeliard is one of the handful of Japanese PC Falcom’s Sorcerian.
nice considering the era, and both the controls and titles that was ported to IBM PCs and localised
the movement are fairly smooth. There are keys for into English by Sierra. It’s a faithful port, though
swinging your sword or casting spells, and you press it’s missing the small bits of digitised speech that
Up to jump, which is always clumsy, especially were impressive in the Japanese original. For some
when aiming your sword slashes upwards. There’s reason, Duke Garland, who wears a winged helmet,
no invincibility period after damage either, so you is rendered as a Viking on the cover.
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War of the Dead (series)
Developer: Fun Project | Released: 1987 | Platform(s): PC88, MSX2, PCE
Hiouden (series)
Developer: Wolf Team | Released: 1992 | Platform(s): PC98, FMT, SFC
The main character of Hiouden: Mamonotachi
tono Chikai (“Legend of the Scarlet Kind: Pact
with the Demons”) is Richard A. MacIntyre, who
has been deposed from his throne by the rival
Macaulays. The only one in his castle to escape
execution, he makes a pact with a dryad that
gives him the ability to summon demons, thereby
gaining a dark army to take back his kingdom.
Hiouden isn’t technically an RPG, instead
being more of a real-time strategy game. The story
is divided into several scenarios, as you command
Richard and his loyal monsters, overwhelming
their enemies. It was originally released for the
PC98 and spawned a sequel there, while the first included several team members who worked on Given the staff
game was ported to the Super Famicom. Due to Namco’s Tales of Phantasia, including the three involved, the
the interface, it’s pretty clumsy with a controller, – Masaki Norimoto, Yoshiharu Gotanda, and real-time strategy
though it does support mouse use for a control Joe Asanuma – who would break off and form action of Hiouden
scheme closer to that of the PC game. The action tri-Ace, leading to the Star Ocean series. The team can be seen as a
is a bit chaotic to understand easily, regardless, also included some other shared staff, including foundation laid
since there’s so much going on at once, and the graphic designers and Telenet regular musician for later, more
animation is quite choppy. Motoi Sakuraba, whose work sounds particularly mainstream
Ultimately, the Hiouden series is more excellent in the Super Famicom version. In other RPGs like Tales
interesting from a historical perspective than words, the innovative real-time battle systems of Phantasia and
in itself. The Wolf Team core development staff of those games can be traced back to this title. Star Ocean.
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Tritorn (series)
Developer: Sein Soft | Released: 1985 | Platform(s): PC60, PC88, PC98, X1, FM7, MSX, MSX2, X68
Laplace no Ma
Developer: HummingBirdSoft | Released: 1987 | Platform(s): PC88, PC98, MSX, X68, SFC, PCECD
HummingBirdSoft was known for the Deep
Dungeon series, comprised of typical Wizardry-
type dungeon crawlers, but they bucked the trend
with Laplace no Ma (“Laplace’s Demon”), which is
influenced by Lovecraftian horror. In 1920s America
in the fictional New England town of Newcam,
you take a squad of adventurers into the haunted
Weathertop Manor. The town is a base where you
create characters, buy equipment, and obtain info,
while the mansion is a gigantic dungeon.
The character classes are different from
those in typical dungeon crawlers – Detectives and
Psychics are equivalents to fighters and magicians,
but there are also Journalists, who are relatively but basically incapacitating them until they are Most versions of
frail, but can also take pictures of the monsters cured. It’s a tough game, for sure, but its unique Laplace no Ma are
for sale to the local newspaper, the primary way to mechanics and terrifying atmosphere are very first-person dungeon
generate income. Scientists can use inventions to strong for the era. crawlers, but these
attack, while Dilettantes use magic. In this game, All of the original PC versions are first- must have been
MPs are not magic points, but rather mental person dungeon crawlers, as is the PC Engine CD considered to be out
points, which are expended in psychic attacks or port, but the Super Famicom version changes to of style by the time
when using some of the Scientists’ inventions, but an overhead perspective. The game is the first the Super Famicom
are also drained by certain enemy attacks. When instalment in HummingBirdSoft’s Ghost Hunter port came about.
their MP hits zero, then a character goes insane, series, which also includes Paracelsus no Maken
the exact effects differing from version to version, (PC98) and Kurokishi no Kamen (3DO).
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Märchen Veil (series)
Developer: System Sacom | Released: 1985 | Platform(s): PC88, PC98, FM7, X1, MSX, FDS
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Paladin
Developer: Bothtec | Released: 1985 | Platform(s): PC88
Riglas
Developer: Random House | Released: 1986 | Platform(s): PC88, PC98, FM7, X1
Most RPGs of the ’80s utilised an overhead view
or a first-person perspective, while a select few
(such as the Falcom titles Xanadu and Romancia)
were side-scrollers. Riglas is one of the few that
uses an oblique perspective, which is technically
side-scrolling but lets you walk upwards and
downwards, commonly called belt-scrolling” when
applied to beat-’em-ups like Double Dragon.
Riglas is a continent largely ruled by two
races: the Miria and the Galt, who are at constant
war with each other. Caught in the middle is a
minority race, the Osborn, oppressed by both
sides. You control an Osborn named Mei, who
leaves his village to find the mysterious secret of it changes quite a bit throughout the game, Kazurou Morita,
Bershuna, in order to free his people. Much of the depending on what you’ve seen and done. Plus, founder of Riglas
game is spent wandering, running quests to find the scrolling is pretty smooth for PC hardware – developer Random
items, and beating up enemies to increase your quite a technical achievement. House, was something
score, and thus your life meter. Unlike Ys and The game was programmed by Kazurou of a genius, and had
Hydlide, there’s actually an attack button that Morita, who founded Random House, and is been one of Enix’s
swings your short and unwieldy sword. While known for crafting high-level artificial intelligence star programmers,
much of the game has a typical fantasy setting, for shogi games. The story also ties into the works along with Chunsoft
the finale introduces sci-fi elements like robots, a of author Yuuto Ramon, taking place in the same founder Koichi
recurring theme in some early RPGs, like Ultima universe as Minelvaton Saga, Gdleen, and Digan Nakamura.
II and Hydlide 3. Though the dialogue is terse, no Maseki.
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Burai (series)
Developer: Riverhill Soft | Released: 1989 | Platform(s): PC88, PC98, FM7, MSX, MCD, SFC, PCECD
Kumdor no Ken
Developer: ASCII | Released: 1991 | Platform(s): WIN, MAC
As the galaxy’s Master of Blind Touch, you’re
about to visit the backwater planet Kumdor on
vacation. Right before your voyage, a Kumdoran
arrives and urges you to save them from global
catastrophe. All seems fine until you get drunk
en route, right before your ship’s systems fail.
Though you survive the crash landing, all your
money, experience, and keyboard keys are gone.
It’s time to journey across the land, facing secrets
and dangers even the locals fear, all to answer the
stranger’s call and return home.
Imaginative edutainment! Kumdor no
Ken (“Sword of Kumdor”) teaches touch- Alongside Kumdor, Michiaki Tsubaki created Kumdor no Ken’s
typing through meticulous Dragon Quest-style another series, INSIDERS, in which you must unique, experimental
combat, exploration, and town-dungeon-town escape your own PC, à la Tron. ASCII released the direction typifies the
progression. You start off with only the F, J, and games within mooks, each containing hints and creativity of many
Space keys for menus and navigation; acquiring side materials for users. Kumdor’s mix of addictive overlooked Japanese
more keys lets you handle new battles and play, absurd, evocative aesthetics, and world- PC RPGs and their
puzzles. Typing challenges (except in tutorials) building, akin to the Mother series, made it a cult creators.
gradually but constantly drain your health, classic in Japan. While INSIDERS pushes you to
hurting more if you mistype. Fast, accurate touch- learn difficult electronics and computer science to
typing is essential to survive and progress, as you win, Kumdor’s ease and linearity make it excellent
encounter Kumdor’s troubles, save its civilisation, for teaching anyone touch-typing, a skill then
and prevent a galactic pandemic. uncommon in Japan.
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Gage
Developer: Mindware | Released: 1992 | Platform(s): PC98
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Kuro no Ken
Developer: Forest | Released: 1995 | Platform(s): PC98, PS1
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Princess Minerva
Developer: Riverhill Soft | Released: 1992 | Platform(s): PC98, PCECD, SFC
Wind’s Seed
Developer: Compile | Released: 1995 | Platform(s): PC98
It’s a regular day for siblings Mina and Otto,
tasked with foraging for forest offerings to give
at their town’s upcoming festival. But things
go awry: after leaving their home, they witness
their older brother being kidnapped by the
treacherous Black Unicorn group. It’s up to
them to set things right!
Wind’s Seed is much the other JRPGs
released by Compile through their Disc Station
periodicals: cute, easy to learn, and rather short
overall. It stands out due to its side-scrolling
perspective and more complex combat system,
centring around the siblings’ ability to Call upon
inner powers. Either character can Call three darker undertones. The world around you is full Like most Compile
times, with each instance giving them access of territorial wildlife, as well as lowlifes like the Disc Station games,
to unique command tiers. When fully charged, enigmatic Black Unicorn. Some characters, such Wind’s Seed is short
Mina and Otto can even unleash powerful special as hometown totem pole Gillespie, flaunt foul – it can be beaten in
moves upon enemies. All this ties into an ordinary, mannerisms around Mina and Otto when they can. an hour or two – but
but polished, turn-based battle flow, paced to The team behind Wind’s Seed would go on to has quite a bit of
showcase the game’s whimsical characters. make many worthwhile games for the Disc Station charm stuffed into
Towns and other respites break up the pace during Compile’s waning days. But Wind’s Seed that space.
between overworld and dungeon explorations. remains uniquely representative of their past and
While its NPCs and story characters are quite future principles, all while pushing the PC98’s
inviting, Wind’s Seed doesn’t shy away from graphical potential.
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Samurai Mech
Developer: Hulinks | Released: 1992 | Platform(s): MAC
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Falcom
There were a number of companies that specialised Unlike Square and Enix, both companies
in RPGs in the early days, like Koei and XtalSoft, as that began in home computers before quickly
considered in the previous chapter. But one of the transitioning to consoles, Falcom mostly stayed
earliest was Nihon Falcom (or just Falcom), which with PC software for much of its lifetime.
was named after the Millennium Falcon from It was, however, eager to license out many
Star Wars. Founded by Masayuki Kato in 1981, it of their titles to other parties for conversion,
established itself as a personal computer retail which is why the first few Ys games can be
shop called Computer Land Tachikawa in Tokyo, found, in often wildly different form, on over
mostly selling imported Apple II PCs. However, a dozen platforms Their staff often dabbled
they quickly began developing their own software in console development, but it wasn’t until the
for the then newly-released NEC PC88 platform. 2006 PSP port of their 2004 game Legend of
Much of their early RPG output came Heroes: Trails in the Sky that this really took off,
courtesy of Yoshio Kiya, who first created at which point they abandoned the PC space in
Panorama Tou, before working on the Dragon favour of portables, and eventually consoles. And
Slayer series, a very loose set of RPGs connected that’s mostly where their focus lies nowadays,
only by a few common references. The second along with continuing the Ys series.
game in this series, Xanadu, became wildly Falcom has gone through a few iterations
popular, for PC software, which helped catapult over the years. Many of the staff left in the late ’80s
the firm to fame within the community. and early ’90s, including their star developers.
However, it was their 1987 game Ys I: Yoshio Kiya left the company for greener pastures,
Ancient Ys Vanished that brought them wider while Masaya Hashimoto and Tomoyoshi Miyazaki,
recognition. With an interesting story, fast action two of the key staff behind the first three Ys games,
(for a PC game), and a brilliant soundtrack, it left the company to found Quintet, makers of
quickly enthralled the PC audience. When it was ActRaiser and other action RPGs, like Illusion of
converted for the PC Engine/TurboGrafx-16 CD, Gaia and Terranigma. Kazunari Tomi, formerly of
it was further enhanced and used as a killer app XtalSoft, also left, to form Studio Alex, the creator
for the system; it was even bundled with certain of the Lunar series; while he was not involved in the
hardware configurations in North America, where Ys games, it does rather shamelessly borrow some
fans and critics widely praised its cinematics and aspects, including floating cities and reincarnated
amazing synthesised music. The series currently goddesses. Falcom puttered along through the late
has ten entries, along with various remakes of ’90s and early 2000s, mostly releasing Windows
previous games. ports of their older games, before rejuvenating
Music plays a big part in Falcom games, the Ys series, along with other PC titles like Zwei
most of it credited to the in-house JDK and Xanadu Next, some of which eventually made
Band. Comprised of many members over the it into English courtesy of XSeed. But it was the
decades, this band developed some of the finest aforementioned Trails in the Sky that signalled
FM-synthesised music on the market, and their rebirth, drawing in fans internationally;
often published arranged albums using live these may not be large in number but they remain
instruments. Many of these had a hard rock bent extraordinarily devoted. From 2007 onwards, the
to them, distinctively different from the music of company has been guided by Toshihiro Kondo,
Final Fantasy and Dragon Quest, two other big a fan living the dream of working for (and
hitters in video game soundtracks. eventually leading) his favourite developer.
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Panorama Tou
Developer: Falcom | Released: 1983 | Platform(s): PC88
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Dragon Slayer
Developer: Falcom | Released: 1984 | Platform(s): PC88, PC98, X1, MSX, GB, SAT
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Xanadu
Developer: Falcom | Released: 1985 | Platform(s): PC88, PC98, FM7, MSX, MSX2, SAT, WIN
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Romancia
Developer: Falcom | Released: 1986 | Platform(s): PC88, PC98, MSX, X1, FC, WIN
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Legacy of the Wizard
Developer: Falcom | Released: 1987 | Platform(s): NES, MSX, MSX2
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Sorcerian
Developer: Falcom | Released: 1987 | Platform(s): MSX, PC88, PC98, X1, IBM, MD, PCECD, DC, WIN
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Ys Book I & II
Developer: Falcom | Released: 1987 | Platform(s): PC88, MSX2, FC, SMS, TGCD, WIN, PSP and more
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Ys is also known for its legendary the platform. It wasn’t until the TurboGrafx-16 CD The stunning title
soundtracks. These are two of the first release that the series really obtained international screen artwork, as
games from Falcom to support the fame. It was chosen by publisher Hudson to be the well as the image
FM sound board on PC-8801mkII SR killer app for the platform, showing off not only the of Lilia from the
computers, and the result is just absolutely fancy cinematics, but the brand new soundtrack, prologue of Ys II
brilliant, mostly due to the intense action arranged by Ryo Yonemitsu and played as an audio (above left and far
themes that pump blood into even the calmer CD. It also had a stellar localisation, with professional left) were burned
moments of the game. Indeed, it’s also very English voice actors, a rarity for the time. into the brains of
cinematic: every shopkeeper gets their own There were other ports through the years, Japanese PC fans.
detailed portrait, and the opening sequence for though the most significant began with the Directly above is
Ys II, as Adol is whisked into the sky and first Eternal series, which remade these two Ys games artwork from the
encounters Lilia, is legendary among Japanese for Windows. They included brand new SVGA Ys Eternal remake.
RPG fans. The soundtrack was contributed by graphics, as well as smoother movement (including
Mieko Ishikawa, Yuzo Koshiro, and Hideya Nagata. a faster walking speed for Adol, and diagonal
The first two Ys games were ported movement) that made the bump system easier to
to several Japanese computer and console handle. It also expanded the first game slightly,
platforms. Conversions of the first game for the IBM with a larger overworld, and a bigger script.
PC and Apple IIGS made their way to North America This was used as the basis for Ys I & II Chronicles
courtesy of Kyodai, though they were rather for the PSP, which was later ported back to
poor ports and were largely ignored. The SEGA Windows by Xseed and released internationally
Master System port of the first game was released on Steam. These are probably the best versions,
internationally, though this also failed to make through the TG16 CD release is still ideal for those
much of an impact, thanks to the unpopularity of who love the look and sound of late ’80s JRPGs.
The TurboGrafx-16
CD version of Ys
Book I & II (left,
upper row) and the
Ys Chronicles as
remade for modern
Windows platforms
(lower row).
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Ys III / Ys: The Oath in Felghana
Developer: Falcom | Released: 1989 | Platform(s): PC88, MSX2, FC, GEN, TGCD, WIN, PSP and more
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Unlike the mainline
Ys games of the time,
Ys III allows Adol to
actually swing his
sword instead of just
bumping into bad
guys. Hold down the
button for rapid-
fire swings, and
Adol chops through
baddies like a
human buzzsaw.
The SNES version is ugly and glitchy, and The story itself hasn’t really changed from
generally not worth playing. The series effectively that in the original release of Ys III, but the
disappeared in North America for a long time after dialogue has been greatly expanded, adding many
this game, and frankly, this isn’t it at its best. more characters to the town, as well as fleshing
Ys III was viewed as the black sheep of out some characters and subplots. The map screen
the series for quite a while. However, it was not has been replaced with a small field area from
forgotten, and in 2005, Taito licensed the Ys which you can travel to the next stage, and each
games for a series of PlayStation 2 remakes. area has been drastically reworked and expanded.
Ys III for the PS2 remains faithful in many ways, It makes the game feel much fuller, but at the same
though it has brand new, more detailed 2D sprites. time, it doesn’t wear out its welcome, as it can be
However, the action is arguably even more awkward completed in eight to ten hours. All of the music
than before, and it removes the scrolling in favour has been rearranged, often with live guitars, and
of flipscreens. Very little else has changed, and it it all sounds fantastic. In other words, this little
all feels pointless. remake completely redeems Ys III.
Around the same time, though, Falcom was After the initial Windows release, a PSP
planning its own remake, called Ys: The Oath in version was developed and released worldwide by
Felghana, initially released on Windows platforms Xseed. Though running at a lower resolution, this
in 2005. This is a much more radical reimagining, version has some improvements, including some
using the same engine as Ys VI: The Ark of difficulty tweaks, full voice acting, and the ability to
Napishtim. It plays basically identically, with an choose soundtracks from the PC88 and X68000
overhead perspective consisting of 2D sprites and versions (though sadly not the TurboGrafx-CD
3D backgrounds (and boss fights). The action now music) in addition to the version arranged for
feels more authentically Ys, plus it’s rather more this game. The original Windows version was also
polished than Ys VI. translated for English-speaking markets.
The Oath in
Felghana is a hugely
improved remake
that elevates this
entry from “kinda
bad but fun” to
“legitimately one
of the best action
RPGs of all time”.
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Ys IV / Ys: Memories of Celceta
Developer: Falcom | Released: 1993 | Platform(s): PCECD, SFC, PS2, PSV, WIN, PS4
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sounds chintzy, and key things like shopkeeper as the visuals are quite muddy, though this was The Super Famicom
portraits are missing. Many of these issues fixed in later Windows and PlayStation 4 releases. version of Ys IV:
were due to the fact that it was developed for a So how did all of these wildly disparate Mask of the Sun,
cartridge, which had far less capacity than the versions come about? It began with Hudson, is nowhere near
CD-ROM, but it still feels hastily made. which published the PC Engine/TurboGrafx-16 as high-quality
Much later down the line, in 2005, ports of Ys I-III. These titles were very successful, as the PC Engine
Taito began porting and publishing remakes of so Hudson approached Falcom about creating a CD release.
older Ys games for the PlayStation 2. While their sequel for its console. Unfortunately, a substantial
Ys IV version was based on Mask of the Sun, it number of staff had quit Falcom at this time
took some substantial liberties with the plotline, (including Tomoyoshi Miyazaki and Masaya
and the gameplay systems are also completely Hashimoto, the series’ original creators), largely
different. It plays a little more like Ys VI, using 2D due to payment disputes, so the company lacked
sprites on 3D backgrounds, but it looks and feels the resources to develop it. Unable even to provide
cheap and clumsy. a full script, they created a loose framework for a
Finally, in 2012, Falcom developed its scenario and supplied the music, which Hudson
own remake of Ys IV for the PS Vita. Subtitled used to create the PCE game. Since Falcom had a
Memories of Celceta for the English release, it basic game design document, they also pitched
reworks the storyline even more than the others, it to Tonkin House, developer of the SNES port
adding a number of extra characters and basing of Ys III, who used it to create their own Ys IV.
the gameplay systems on those of Ys Seven. The later remakes were just the result of different
In addition to Adol, secondary characters like development teams trying their own takes on
Duren and Karna can now fight alongside you, the material. Previously, Mask of the Sun (for
each offering different types of attack. It’s a the SFC) was considered the “true” version of
much larger game too, challenging you to map the story, since it stayed the closest to Falcom’s
the expansive forest of Celceta, while hunting for original plan while the PC Engine wildly deviated
fragments of Adol’s lost memory. It’s an excellent from it, but given that Memories of Celceta was
game, though it’s missing much of the music developed by Falcom, it is now considered the
from the earlier titles. Plus it feels like a PSP port, canon rendition of the Ys IV storyline.
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Ys V: Ushinawareta Suna no Miyako Kefin
Developer: Falcom | Released: 1995 | Platform(s): SFC, PS2
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Ys VI: The Ark of Napishtim
Developer: Falcom | Released: 2003 | Platform(s): WIN, PS2, PSP
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Ys Origin
Developer: Falcom | Released: 2006 | Platform(s): WIN, PS4, PSV, XB1, NSW
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Ys Seven
Developer: Falcom | Released: 2009 | Platform(s): PSP, WIN
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Ys VIII: Lacrimosa of Dana
Developer: Falcom | Released: 2017 | Platform(s): PSV, PS4, WIN, NSW
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Ys IX: Monstrum Nox
Developer: Falcom | Released: 2019 | Platform(s): PS4, WIN, NSW
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Dragon Slayer: The Legend of Heroes
Developer: Falcom | Released: 1989 | Platform(s): MSX2, PC88, PC98, TG16CD, X68, MD, SFC, PCECD
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The Legend of Xanadu
Developer: Falcom | Released: 1994 | Platform(s): PCECD
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The Legend of Heroes (Gagharv Trilogy)
Developer: Falcom | Released: 1994 | Platform(s): PC98, WIN, PS1, SAT, PSP
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compared to other JRPGs. There’s little in the While the original series was extremely
way of character customisation too – indeed, the well regarded by Japanese fans in the ’90s, the
strength of these games is more in the narrative PSP releases were received rather more tepidly
than the combat. by English-speaking fans. This is partly due
Shiroki Majo received a ground-up remake to the PSP ports being not particularly great:
for the Saturn, courtesy of Hudson. This version they’re just kinda slow and ugly. Furthermore,
revamps the game as a more typical console-style the English translation in all three releases is
RPG, complete with brighter, anime-style character pretty bad, as the dialogue is both awkward and
designs, full motion video cutscenes, voice acting, lacking in character. For a series with such a
and a more typical turn-based battle system. huge emphasis on narrative, bad writing really is
The flashy makeover is so extensive that it feels a killer blow.
out of place among the surrounding titles, but on But the series was, in many ways, pretty
its own merits, it’s pretty decent. Shiroki Majo and dated anyway. When the Gagharv Trilogy began
A Tear of Vermillion received straighter ports to in 1994, its contemporary was Final Fantasy VI
the PlayStation, though since the high resolution on the Super Famicom, at a time when RPGs were
graphics were ported directly to the low resolution really beginning to take their plotlines seriously,
console, the graphics are super-zoomed in. so Falcom’s entries really stood out among their
The whole trilogy was also remade and peers. But over a decade later, such storytelling
ported to the PSP, published by Namco Bandai. was standard, and so what was once unique
These versions are a little closer to the PC originals, became just another RPG.
using similar 2D character sprites but with 3D Still, the Gagharv Trilogy is an incredibly
backgrounds. Major characters have large dialogue important series of titles for Falcom. Toshihiro
portraits, too. The battle and encounter systems have Kondo, who became the president of Falcom
been changed to a more typical turn-based system in 2007, created a fan site for the series in
that takes placement and distance into account, so the late ’90s, before he was officially hired by
it’s similar to that in the Lunar games. All of these the company. The basic storytelling style was
ports were released in English, though they were drastically expanded and led to the creation of
published out of order, with Tear of Vermillion the Kiseki/Trails series, the next in the Legend
coming first, then Prophecy of the Moonlight Witch, of Heroes line, which grew to worldwide fame.
and finally Song of the Ocean. Since they take place So while these games feel almost quaint in
out of order chronologically anyway, it doesn’t really comparison, they’re still more than worthwhile,
matter, though Song of the Ocean should be played in that they laid the groundwork for the modern
last since it contains spoilers for the other two. incarnation of Falcom.
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The Legend of Heroes: Trails in the Sky
Developer: Falcom | Released: 2004 | Platform(s): WIN, PSP, PS3, PSV
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colloquially known as FC or First Chapter, has elemental types (unrelated to their “regular”
your party unravelling a political conspiracy that elements) prove more effective.
threatens to topple Liberl’s political structure, The defining characteristic of Trails in
SC or Second Chapter (2005) deals with a larger the Sky, and the Trails series in general, is
threat that has the potential to endanger Zemuria probably the care and detail put into the games’
as a whole. Along the way, players learn more respective worlds. Nearly every NPC has unique
about the histories of both country and continent, dialogue that will change as players complete
as well as those of our protagonists. quests and progress the story, with select NPCs
Trails in the Sky: The 3rd (2007) is in a weird from as early as Trails in the Sky: FC reappearing
situation where, despite the “3” in the title, the as recently as in the Trails of Cold Steel titles a
game is just as much of a prologue for the next decade later.
arcs in the series, as it is a send-off for the cast This might seem surprising, considering Estelle Bright is the
from Trails in the Sky. It’s definitely an odd duck today’s market, but although Trails in the Sky main protagonist
for the series, even now – not only does the set eventually saw releases on both the PlayStation in the first two
of protagonists switch, from Estelle and Joshua Portable and PlayStation 3, the series started its entries in this series,
Bright to two supporting characters, Kevin life as a Windows PC exclusive. Indeed, even with alongside a roster full
Graham and Ries Argent, but both the structure the trilogy’s Western release, Trails in the Sky: of interesting and
of the narrative and the gameplay loop take a The 3rd has only ever been officially released likeable characters.
stance as of yet unseen in the rest of the series. on PC, and Trails in the Sky: SC’s Western PSP
Instead of travelling a country and completing release lacks some of the polish of the official
side quests, the player’s party descends into western PC version. We never received the
Phantasma, an ethereal realm where the series’ PS3 versions, although their assets were
scriptural entities manifest, and the histories incorporated into Marvelous USA’s PC versions.
of countries and individuals are laid bare. Only released officially in Japan, enhanced
The 3rd plays like much more of a dungeon crawler, Evolution versions of the Trails in the Sky
and instead of traditional side quests, side trilogy, for the PlayStation Vita, were published
stories and mini-games can be found locked by Chara-Ani, complete with redone character
behind Memory Doors. It’s also the first entry portraits, voice acting, and balancing changes to
to introduce areas where the “higher” elements combat, to bring the games more into line with
play into combat – in which three of the games’ the revised combat introduced in later entries.
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The Legend of Heroes (Crossbell)
Developer: Falcom | Released: 2010 | Platform(s): WIN, PSP, PS4
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uncover many of the schemes unfolding within As at the time of writing, neither Crossbell
the city walls. title has been officially released in English, nor
Whereas Trails in the Sky’s story had players has a localisation been announced. It’s incredibly
moving from one region of a larger country to the unlikely that either of the original PSP versions
next, Crossbell features a much greater emphasis of the games will ever come over in an official
on its central city. While players will explore capacity, though both Zero and Ao no Kiseki
and learn more about Crossbell as a whole, even currently have fan translations of varying quality.
outside of the state’s metropolis, these games are The official PC version of Zero no Kiseki received
unique in the series for their near total emphasis a rather extensive translation that included a
on their major defining location. By the end of variety of performance improvements and
Ao no Kiseki, players will know the city as well as quality-of-life additions, thanks to the fine folks
they would their own neighbourhood – a fact that at Geofront, but the chances that such an effort The Trails games
Falcom clearly understands, and takes advantage might be made with Ao no Kiseki seem slim. are all linked to one
of later on in the series. Unlike Zero no Kiseki, Falcom never officially another, and the fact
The Crossbell games offer a variety of non- released Ao no Kiseki on PC in Japan – while a PC that the Crossbell
essential gameplay additions that would later grow version exists, it was primarily released for other games are not
to constitute more and more of the series’ identity, Asian territories, and there’s no easy way for fans currently officially
especially from Ao no Kiseki onwards. Mini-games in the West to buy a copy for themselves, unlike available in English
like Pom-to, or expansions to the fishing side with Zero. means Trails is like an
activity, help flesh out the experience as well as the Thankfully, Falcom recently unveiled new epic novel with several
game-world. Master Quartz – a gameplay system PS4 versions of the Crossbell duology, complete chapters missing.
that would be expanded upon in later entries – with additions and changes: bringing some
started life in Ao no Kiseki. Bonding Events from characters from Trails of Cold Steel into story
Trails of Cold Steel can be traced back to certain scenes where it might make sense for them
events that players were given choices about in to appear, alongside higher resolution and
Crossbell. Even voice acting, which was originally quality-of-life improvements. While a localisation
limited to battle cries in Trails in the Sky – and has yet to be confirmed at this time, it looks as
originally only on PSP – was expanded to include if bringing the titles to a Western audience in
actual dialogue during select scenes in both an official capacity is finally a long term goal for
Crossbell titles. the company.
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The Legend of Heroes: Trails of Cold Steel
Developer: Falcom | Released: 2013 | Platform(s): WIN, PSP, PS3, PSV, PS4, NSW
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for attacks, you target specific spots on an two are significant, more so than between Trails in
opposing mech in order to best counter their the Sky First Chapter and Second Chapter, or Zero
movements. Usually these battles happen at key no Kiseki and Ao no Kiseki. Ironically enough,
moments in the story. although Trails of Cold Steel was initially designed
Another key characteristic of the Cold Steel as a beginner-friendly entry in the series, both
story arc is its scale – while Trails in the Sky Cold Steel III and IV rely rather heavily on callbacks
technically featured three entries, most would to previous entries in the series, including the
argue that Trails in the Sky: The 3rd was more of currently Japan-only Crossbell games. While the
its own thing. Meanwhile, Crossbell (Zero and Ao no games themselves do offer enough explanation
Kiseki) took two games to complete its over-arching to avoid confusion for newcomers, it’s hard to
story. Trails of Cold Steel has four main titles in recommend them before players have first finished Consisting of four
its arc – including two of the longest titles in the the rest of the series. (extremely long)
series by both total word-count and playtime. The As of right now, it’s incredibly difficult to games that partially
second game moves away from the school setting say whether newly released Trails into Reverie in depend on having
– Erebonia has fallen into civil war, and Rean must Japan should be classified as part of the Cold Steel finished previous
track down his old classmates, and the third sees series or not. Although Rean Schwarzer will play a Trails games,
Rean return to Thors Academy as an instructor. role in the title, the game’s narrative is divided into completing the Cold
In fact, partially owing to how late the first three, with characters from both Erebonia and Steel arc requires
two Trails of Cold Steel came out in both the Crossbell having their own stories to tell, alongside quite a commitment.
PlayStation 3’s and Vita’s life cycles – Cold Steel is new ones. If Cold Steel III and IV are anything to go
so far the only Trails arc that made the jump from by, the game itself should be massive – especially if
one platform to another mid-story. Both Trails it’s aiming to juggle three stories at once.
of Cold Steel III and Trails of Cold Steel IV were It’s been over 15 years since the Trails sub-
originally released as PlayStation 4 exclusives in series started, and Zemuria’s scope and scale
Japan. While NIS America brought Trails of Cold have only continued to grow with every release.
Steel III and IV to both Nintendo Switch and PC, Although it’s hard to recommend the series to
these ports didn’t come until much later in each just anyone, given how much of a commitment
game’s life cycle. it can be to see it through to the end, with such
Owing to this jump in hardware, the a connected narrative and world, there’s truly no
differences between the first two and the second other JRPG series like it.
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Xanadu Next
Developer: Falcom | Released: 2005 | Platform(s): WIN, NGAGE
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Tokyo Xanadu
Developer: Falcom | Released: 2015 | Platform(s): PSV, PS4, WIN
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Zwei: The Arges Adventure
Developer: Falcom | Released: 2001 | Platform(s): WIN, PS2, PSP
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The Legend of Nayuta: Boundless Trails
Developer: Falcom | Released: 2012 | Platform(s): PSP
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Popful Mail
Developer: Falcom | Released: 1991 | Platform(s): PC88, PC98, SCD, PCECD, SFC
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Brandish
Developer: Falcom | Released: 1991 | Platform(s): PC98, FMT, PCECD, SNES, SFC, PSP
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Dragon
Quest
Dragon Quest is undoubtedly the most important all the way back to the first. Though the stories Dragon Quest
of the Japanese role-playing game series. are largely disconnected, there are recurring established
It certainly wasn’t the first, but it did make the themes, including references to the ancient many of the
genre appealing and accessible for the average Zenithian civilisation, or the Yggdrasil world JRPG mechanics
gamer. In the early ’80s, many RPGs were difficult tree. The plots are fairly typical “save the world and tropes that
and inscrutable, often requiring hours of play, or from evil” ones, low-key compared to some of the we know today.
complicated strategy guides, to get anywhere. The wilder JRPG stories out there, but are enriched
Famicom, however, was the “Family Computer”, by the episodic style of storytelling, in which
aimed at a wide audience, including children. the heroes explore, investigate local tragedies,
Therefore, in the first Dragon Quest game, the and solve problems. However, the individual
story is relatively simple, and the world fairly small, games do experiment a bit in both storytelling
but it works well to ease an audience into this style and character development. The turn-based
of game. The game takes the overworld exploration battle system hasn’t changed drastically since
of the Ultima series, and combines it with the first- the Famicom games, and many NES chiptune
person, turn-based battles of Wizardry. sound effects are still used in HD games. This
At the helm of the series was Yuji Horii, a permanence has given the series a nostalgic,
writer and game designer at Enix. After joining the comfort-food feel, allowing older players to
company in 1983, he created the text adventure reminisce about the games of their youth.
mystery Portopia Renzoku Satsujin Jiken (“The The series was less successful outside Japan,
Portopia Serial Murders”). A sequel to this though not for lack of trying. The first game made
game, Karuizawa Yukai Annai ("The Karuizawa it to North America in mid-1989, nearly three
Kidnapping Files"), had a chapter with an RPG- years after its Japanese release. It was renamed
style segment, including overhead exploration, Dragon Warrior, to avoid copyright conflicts with
à la Ultima, and some simple turn-based battle SPI’s pen-and-paper RPG DragonQuest. It was
sequences. This in turn paved the way for the accompanied by an advertising blitz in Nintendo
first Dragon Quest, released for the Famicom in Power magazine, including strategy guides
1986. It featured package artwork and character showing how to beat the game. None of the Akira
designs by Akira Toriyama, an extremely popular Toriyama art was featured, as he was unknown in
manga artist known at the time for works like the USA at the time, but instead, lavish Western
Dr. Slump and Dragon Ball, whose imaginative fantasy-style illustrations by Katsuya Terada were
monster designs and sense of humour were often used. Alas, it wasn’t quite the success that Enix
blended within the games. The music was by or Nintendo had expected, and excess stock was
Koichi Sugiyama, a classically trained composer given away as a bonus with subscriptions to the
who had worked on previous PC games for Enix. magazine. The remaining Famicom games were
The initial Dragon Quest games were developed eventually translated into English, but were largely
by Chunsoft, helmed by Koichi Nakamura, a friend ignored; assorted remakes and spinoffs were
of Horii’s. The release was successful, though not released for the Game Boy Color, while the seventh
immediately – sales eventually picked up over entry for the PlayStation looked dated compared
months, leading to a second game. By the time the to Square’s flashier Final Fantasy series.
third game was released in 1988, Dragon Quest With the eighth entry, Square Enix sought to
had become a Japanese social phenomenon. push the series harder outside of Japan, reclaiming
Compared to other long-running Japanese the Dragon Quest name, and finally releasing
RPG series, like Final Fantasy and Megami Tensei, the games in Europe. These had lavish English
Dragon Quest mostly stays faithful to its roots. language localisations, filled with accents, puns
All of the games take place in similarly themed and other wordplay that make them delightfully
worlds, based loosely on medieval Europe. The distinctive. While the series will probably never be
Toriyama art is mostly the same, and while the as successful internationally as it is in Japan, it has
main characters are different in each entry, all of carved out a large enough fanbase, who appreciate
the games contain NPCs based on designs going its more low-key qualities.
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Dragon Quest
Developer: Enix/Chunsoft | Released: 1986 | Platform(s): NES, MSX, SFC, GBC, IOS, AND, PS4, NSW
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Dragon Quest II
Developer: Enix/Chunsoft | Released: 1987 | Platform(s): NES, MSX, SFC, GBC, IOS, AND, PS4, NSW
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Dragon Quest III
Developer: Enix/Chunsoft | Released: 1988 | Platform(s): NES, SFC, GBC, IOS, AND, PS4, NSW
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Dragon Quest IV
Developer: Enix/Chunsoft | Released: 1990 | Platform(s): NES, PS1, DS, IOS, AND
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Dragon Quest V
Developer: Enix/Chunsoft/ArtePiazza | Released: 1992 | Platform(s): SFC, PS2, DS
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number of player characters when put alongside A later remake for the DS uses the same engine Released in 2008,
the humans. Only three can battle at a time in as DQVII (and the earlier remake of DQIV), with the DS remake of
the initial Super Famicom version, though this is 2D sprites on 3D backgrounds. The music can’t Dragon Quest V
expanded to four in later versions. really compare here, but otherwise it’s an arguable was the first time
Indeed, the Super Famicom version is step above the cheap-looking PS2 version. It does the game had been
pretty basic. It’s more colourful than its 8-bit inherit that release’s improvements, in addition to available in English.
predecessors, and it now includes appropriate adding Deborah as a potential wife. This version
backgrounds for combat, but it still looks and was released in English and other languages,
feels like the NES game. And while the soundtrack making it the ideal way for international gamers to
benefits from the Super Famicom sound chip, experience this legendary title.
it’s not nearly as strong as some of the better While Dragon Quest III is the game Japanese
games around at this early point in the gamers are most nostalgic about, Dragon Quest
system’s life, like ActRaiser or Final Fantasy IV. V is the best one. Its characters and story are so
Unfortunately, Enix was much more selective strong that they were used as the basis for the
about the games that were localised for the Super 2019 CGI film, subtitled Your Story. As is to be
Nintendo, and decided not to release this version expected for a 20+ hour RPG whittled down to a
outside of Japan. sub-two hour movie, some things are glazed over
A remake was released for the PlayStation 2 and removed. The most egregious example is that
in 2004, which redid all of the visuals in 3D. the childhood segment has maybe five minutes of
They’re pretty basic though, and compare screentime, so little that the relationships don’t
poorly to those in the gorgeous Dragon Quest make sense unless you’ve played the games. A
VIII, released less than a year later. On the plus controversial ending has resulted in this film
side, it’s the first Dragon Quest game to have a getting a divided response, but its themes will
fully orchestrated soundtrack within the game resonate deeply with anyone who spent childhood
itself, and has several extra recruitable monsters. summers playing RPGs.
Dragon Quest:
Your Story offers
respect to video
games for their
power and the joys
they can bring. It’s
meant for Japanese
fans nostalgic for
the Super Famicom
game, but its themes
are universal.
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Dragon Quest VI
Developer: Enix/Chunsoft | Released: 1995 | Platform(s): SFC, DS, IOS, AND
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Dragon Quest VII
Developer: Enix/Heartbeat/ArtePiazza | Released: 2000 | Platform(s): PS1, 3DS, AND, IOS
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Dragon Quest VIII
Developer: Square Enix/Level-5 | Released: 2004 | Platform(s): PS2, 3DS, IOS, AND
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Dragon Quest IX
Developer: Square Enix/Level-5 | Released: 2009 | Platform(s): DS
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Dragon Quest XI
Developer: Square Enix | Released: 2017 | Platform(s): PS4, WIN, NSW, 3DS
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Dragon Quest Builders (series)
Developer: Square Enix | Released: 2016 | Platform(s): PS3, PS4, PSV, NSW, WIN
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Final
Fantasy
The Japanese company Square was created Iranian programmer; and Nobuo Uematsu, who Spiky hair
in 1983, with their early work being primarily eventually became known as one of the best video and big swords
adventure games, though they also helmed DOG, a game musicians of all time. Artist Yoshitaka may be well worn
label that published Famicom Disk System games Amano was chosen to handle the cover artwork, tropes by now, but
for other companies. They dabbled in RPGs too, giving the series a slightly more adult, and classier, were also hugely
including the elaborate (but tedious) Cruise Chaser look than Akira Toriyama’s Dragon Quest, which popularised by
Blassty and the simple Cleopatra no Mahou. was primarily targetted at adolescents. Final Fantasy.
One of their big initial efforts was Seiken Densetsu, Later games added more developers to the
a Famicom Disk System title that would’ve stable, many of whom went on to work on notable
spanned multiple releases … except it ended up titles within and beyond the series, including Koichi
getting cancelled, with a public note requesting Ishii, who later helmed the Mana series; Takashi
that anyone who pre-ordered it please look forward Tokita, who co-directed Chrono Trigger and Live-
to the company’s next RPG, Final Fantasy, instead. A-Live; Yoshinori Kitase, who took over directorial
Like many Famicom RPGs, Final Fantasy owes duties from Sakaguchi after Final Fantasy V and
a large debt to Dragon Quest, though it managed helmed the series through to the tenth entry; Tetsuya
to differentiate itself in a number of ways – the Nomura, the main character designer for the series
graphic style was cleaner, the battle system moved from Final Fantasy VII onwards, who also directed
to a side-scrolling perspective that allowed many the Kingdom Hearts games; Tetsuya Takahashi,
more enemies on the screen at once, and it wore its who later founded Monolith Soft and created the
Dungeons and Dragons influence more openly, Xenosaga and Xenoblade games; and Kazushige
featuring some familiar, if plagiarised, monsters Nojima, a writer who also worked on Data East’s
and inheriting its Vancian magic system. Coming Heracles no Eikou games; and countless others.
out just a few months before Dragon Quest III, Sakaguchi was the executive producer of the
it didn’t quite steal its thunder, but it did prove to series until Final Fantasy X. But he had greater
be a massive success, allowing for two sequels to ambitions than just video games, helming the
be developed for the platform. production of Final Fantasy: The Spirits Within,
Final Fantasy was long believed to have a full length computer-generated motion picture.
gotten its name from director Hironobu Sakaguchi, It was an expensive endeavour, and unfortunately,
who had worked on a few other Famicom titles for a very costly one for Square, as it lost quite a bit of
Square, like King’s Knight and 3-D WorldRunner. money. There were a number of reasons – it had
Since these were not particularly popular, he little connection to the video game series, and it
was planning to leave the game development was aimed primarily towards an older audience,
industry if his next work was not a success – in whereas many CG movies were aimed at kids,
other words, it was his own “final fantasy”. He later for example – and it resulted in him leaving the
noted that this was really only half-true, as the company. He later founded his own production
title was primarily chosen because they wanted studio, Mistwalker, which worked on a handful of
an alliterative English name, like Dungeons and RPGs for the Xbox 360 and Wii, including Blue
Dragons. Their first choice, “Fighting Fantasy”, Dragon, Lost Odyssey, and The Last Story.
was already taken up by a British game series, Considering the various staff members is
so they went with Final Fantasy instead. important when contrasting this series to Dragon
Under Sakaguchi, development was primarily Quest. Most of that series was led by (or at least
handled by six other staff members – Akitoshi credited to) three key staff members: director Yuji
Kawazu, who later went on to helm the quirky Horii, artist Akira Toriyama, and musician Koichi
SaGa series; Hiromichi Tanaka, involved in battle Sugiyama. These central roles did not really change
design and scenario writing in many Square over the series’ life, resulting in a consistency
products during the 32-bit era, such as Xenogears that kept the Dragon Quest identity strong.
and Chrono Cross; Kenji Terada, another writer; On the other hand, the development of Final
Kazuko Shibuya, whose distinctive spritework gave Fantasy was often passed between various
the series its unique identity during the 8- and departments and staff, resulting in individual
16-bit console eras; Nasir Gebelli, the genius entries that feel quite different from one another.
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Compare the
battle scenes of
the original Final
Fantasy for the
NES and Final
Fantasy XIII for
the PlayStation 3
– they’ve come a
long way!
This isn’t to say that each Final Fantasy game is any medium, but it’s especially the case with Final
totally different from the next – some entries do Fantasy. Many long-time fans have a preference
share the same staff, and there are recognisable for Final Fantasy VI, the last 16-bit console entry,
common traits between entries. But, despite for its outstanding scenario, music, and visuals
the advancements in technology, you can look – basically, for being consistently the strongest
at Dragon Quest and Dragon Quest XI and see in all of the elements the series is known for.
their similarity, while it’s hard to see such More hardcore fans profess a preference for Final
commonality between the first Final Fantasy and Fantasy V, which has a more flexible Job system,
Final Fantasy XV. allowing you to find creative ways to succeed in
One key aspect of many Final Fantasy games difficult battles.
is the Job system. There are several types of Job The most popular – and most historically
class, though whether they’re chosen by the important – is Final Fantasy VII, released in 1997
player or assigned by the story depends on the for the PlayStation. During the mid-’90s, most
game in question. Many of these are standard for computer-generated animation was found in short
RPGs, though the series has created some unique films and multimedia CD-ROM computer software.
designs: the blue-cloaked Black Mage, whose Despite its ubiquitousness in the modern era, at
gigantic yellow hat overshadows his face, showing the time the only major motion picture to use
only his glowing eyes; the Dragoon, a knight in this style of animation was Pixar’s Toy Story. Final
dragon-esque armour who wields spears and has Fantasy VII ramped up its cinematic aspects by
the ability to jump high into the sky and wage war including regular, full-screen cutscenes at key points,
from above; and the Samurai, who can literally toss making full use of the space on the game’s three
money at his enemies to cause damage. Again, CDs. These also effectively acted as its marketing
some games have greater customisation systems campaign, which was the first, among games of its
than others, with each entry tweaking the ability- type, to use television advertising in North America.
learning systems to provide unique experiences. What this effectively did was to bring role-playing
Another signature element is the Active games into the English-speaking mainstream,
Time Battle (ATB) system. Previous games were helping turn Final Fantasy into an internationally
completely turn-based, allowing you to take your recognised brand; its popularity helped greenlight
time when choosing commands. With this system, the localisations of many later RPGs.
time flows even when you’re not performing Subsequent titles were popular, albeit still
actions, with character’s turns coming up based divisive. In spite of erratic popular reception,
on their speed/agility stat, and requiring that you they still routinely received high marks from
make quick decisions, lest you dawdle and let the contemporary critics. That changed with Final
enemy get in extra attacks. This system is found Fantasy XIII, the first title released in the HD era,
in most entries from the fourth game onward, and for the PlayStation 3 and Xbox 360. It suffered
many other, later RPGs borrowed from it. substantial development difficulties, something
It’s clear, based on the ATB, that the developers experienced by many Japanese companies at the
always wanted this to be a more exciting, engaging time, which had trouble scaling up their
experience than most other RPGs, and as time programming practices and manpower to meet
went on, the battle systems tended to become the needs of these new consoles. All of this was
more action-based. As graphical technology apparent in the end products, which were flashy,
improved, the special moves became more visually but saddled with numerous problems. These same
impressive, particularly the summon beasts that issues plagued later games, to varying extents,
can be caused to wreak havoc. This is why the though their reception has generally been more
more modern incarnations of Final Fantasy have favourable. This doesn’t take into account Final
moved away from a purely turn-based system. Fantasy XI or Final Fantasy XIV, both online-only
Of course, with a series that’s constantly entries, which are addressed separately, later in
evolving and changing comes fan receptions this book. There are also a large number of spinoffs
that are often wildly divided. This is true among outside of the mainline games – some of the RPG
hardcore fans of any long running franchise across ones are featured near the end of this chapter.
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Final Fantasy
Developer: Square | Released: 1987 | Platform(s): NES, MSX2, WSC, PS1, GBA, PSP
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Final Fantasy II
Developer: Square | Released: 1988 | Platform(s): FC, WSC, PS1, GBA
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Final Fantasy III
Developer: Square | Released: 1990 | Platform(s): FC, DS, PSP, WIN, IOS, AND
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Final Fantasy IV
Developer: Square | Released: 1991 | Platform(s): SNES, PS1, WSC, GBA, PSP, DS, WIN, IOS, AND
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Final Fantasy IV also introduces the Active Time your party for the final dungeon, giving you more The DS remake (also
Battle (ATB) system. Turns don’t happen in a set freedom of action than in the earlier ports. on smartphones and
order, but are rather dictated by the character’s (or There are also two later remakes. The first, Windows) makes
enemy’s) speed; some actions, like spell casting, for the DS, is a ground-up reimagining using 3D substantial changes
take more time than just straight attacking. Time models, as well as redone music and full voice to the game, and the
flows while you pick commands too, requiring that acting. Unfortunately, the technical limitations polygonal models are
you make quick decisions. It’s a way to make battles of the system result in a messy-looking game. pretty rough.
feel more exciting without drastically changing the This version was later ported to mobile phones
way they play, and it was popular enough to be and Windows computers, but their higher
used in several subsequent Final Fantasy games. resolution doesn’t fix the janky polygonal models
When the game was localised into English, or the poor frame rate. These ports try to give
under the name Final Fantasy II, the publishers some level of character customisation using the
must’ve felt it was too difficult, so some things were Augment system, in which using specific items
simplified. Some of these just involve tweaking on a character will give them certain abilities,
enemy stats, but others are less welcome, such depending on the point in the story. However,
as removing many of the class-specific special there’s no way to identify these effects ahead of
abilities, like Cecil’s Dark Knight skill that damages time without reading a strategy guide, so it feels
all of the on-screen enemies in exchange for some tacked on. The game was also designed for people
health. This altered version was then tweaked who had already played the SNES game, so the
further and used as a basis for a re-release in Japan difficulty level is significantly amped up, especially
called Final Fantasy IV Easytype. The English in boss fights. It’s also missing some of the tweaks
translation is also quite poor, as it reads like it from the GBA version.
was written by a ten-year-old, and it’s a wonder A later PlayStation Portable release is more
that any of the drama comes through. Other than faithful to the original, rebuilt with new 2D
as fan translations, North America didn’t get the sprites, as well as the choice between the original
original version of FFIV until the release of the SNES or later DS music, though without voice
Final Fantasy Chronicles compilation pack on the acting. It does include the GBA extras, making
PlayStation (which also included Chrono Trigger). this the best version.
This included a brand new, good quality English Final Fantasy IV also received a sequel of
translation. Compared to all Square’s other SNES- sorts, as an anthology called The After Years.
to-PS1 ports, this one is free of technical issues. Initially made for mobile phones, it takes place many
The game was later ported to the Wonderswan years after the original, and focuses on Cecil’s son
Color in Japan, creating a version with rather fun Ceodore. While it’s fun to revisit the world of this
8-bit renditions of the music, but not much else. game, the story is just official fan fiction, and the
It was also extremely buggy, which carried forward design has numerous problems, including far too
to the Game Boy Advance release. Subsequent many dungeons in which you don’t have enough
versions eventually cleaned these issues up. The characters. These made their way into English on
biggest improvement here is that you can select both the Wii Virtual Console, and on the PSP port.
The PSP port touches
up the original 2D
visuals and looks much
better than Square’s
later efforts. It’s
also the version with
the most complete
content, though it is
missing the voiced
dialogue from the
DS remake.
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Final Fantasy V
Developer: Square | Released: 1992 | Platform(s): SFC, PS1, GBA, WIN
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Final Fantasy VI
Developer: Square | Released: 1994 | Platform(s): SFC, SNES, PS1, GBA, WIN
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Final Fantasy VII
Developer: Square | Released: 1997 | Platform(s): PS1, WIN, PS4
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Despite being such
a monumental
release, the English
translation for the
PS1 Final Fantasy VII
is kind of a mess, if
still often amusing.
in chibi-polygonal form, which look a little silly This led Square to the Compilation of Final
when the camera is zoomed in. Battles, however, Fantasy VII multimedia project, which began in
are rendered entirely in 3D, with more realistically 2004. This included Before Crisis, a Japan-only
proportioned characters; these are basically mobile game focusing on the Turks; Dirge of
the same as in the previous games, just adding Cerberus, a rather dire third-person shooter for
a more dynamic camera that pans and zooms the PS2 starring Vincent; Crisis Core, a prequel
around, making things a little more exciting. for the PSP starring Zack, a minor but important
The full motion video cinematics, which are character in the original Final Fantasy VII; Advent
what caught the public’s eye, and why the game Children, a full length animated movie sequel that
is on three CDs, seem quaint nowadays. The has some impressive fight scenes but questionable
animation is choppy, there’s no voice acting, and storytelling; and Last Order, a brief animated piece
the character models are inconsistent, occasionally elaborating on one of the key scenes of the game.
using super-deformed styles. Still, the art design The quality of these was inconsistent,
remains fantastic, and it’s leaps and bounds beyond though, and for a long time, Square teased a
what most other game developers were doing. full-on remake of Final Fantasy VII. This didn’t
The soundtrack is stellar; among its many famous actually become a reality until much later down
tunes, ranging from the cinematic “Bombing the line, as the project was split into several parts,
Mission” track that plays in the prologue, to the with the first being released in 2020. Everything
seven-minute long overworld theme, is “One has been completely remade, with near-movie
Winged Angel”, the final battle theme, which is quality cutscenes, fully voiced dialogue, and many,
accompanied with spoken Latin chants. many remixes of popular songs. The turn-based
In combat, the number of characters is battle system has given way to an action-based
reduced to three, and character customisation is one, similar to those in Kingdom Hearts and Final
performed by equipping orbs called Materia. It’s the Fantasy XV, though with the ability to switch
Materia, not the characters, that learn the skills, so between any of the characters. The first release
they can be swapped back and forth as necessary. focuses entirely on Midgar, which only occupied
This has the side effect of making all of the about five hours (out of 40 or so) of the original
characters almost interchangeable, outside of their game, but has been drastically expanded, beyond
Limit Break attacks, which are super-moves that are what was on the original PlayStation release;
enabled when someone has taken enough damage. this one also includes some backstory elements The long awaited
There’s some roughness to Final Fantasy VII, from the tie-in media. For the most part, it works Final Fantasy VII
which can be attributed it to being so ambitious, and incredibly well – the characters are given much Remake was finally
while some parts are a bit dated, most of the core more personality than in the original version released in 2020;
aspects still hold up; it more than earns its place as (particularly Aerith), though some segments do it recreates many
a hugely influential classic in its own right. drag on for way too long. There are also some of the game’s most
After this game, Square continued the plot changes and additions, and by the end, it’s popular moments,
Final Fantasy trend of sequential stories for clear that director Tetsuya Nomura wants to try including Cloud’s
each new sequel, but that didn’t stop fans from something different instead of just retelling the famous cross-
wanting to learn more about Cloud and company. story we already know. dressing experience.
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Final Fantasy VIII
Developer: Square | Released: 1998 | Platform(s): PS1
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Final Fantasy IX
Developer: Square | Released: 2000 | Platform(s): PS1
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Final Fantasy X / X-2
Developer: Square | Released: 2001 | Platform(s): PS2, PS3, PS4, PSV, WIN, NSW
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Final Fantasy X
certainly tells a
better love story
than FFVIII, if
mostly because the
couple is actually
somewhat likeable.
Al Bhed race; Auron, an old man and powerful the sidelines here. They’ve formed a gang called
swordsman, who knows more about the mystery the Gullwings, who hunt spheres from the ruins
of Tidus and Spira than he lets on; Lulu, a black around Spira.
magician with a goth fashion sense; and Kimahri, a Despite starring many of the same characters,
strong but silent beastman. Tidus and Yuna remain much has changed in Final Fantasy X-2. The
the heart of the story though, and their romance is structure is mission-based, and you choose, using
far more touching and believable than Squall and a menu, from various areas to explore, some of
Rinoa’s in Final Fantasy VIII. The main antagonist which are reused from the previous game. The ATB
is a minister named Seymour, who seeks to use battle system returns, and also uses an alteration
Sin for his own power, and rather comically, also of the Job system found in the 16-bit titles. Here,
tries to marry Yuna, allowing for a dramatic scene any of the three woman can change outfits in or
where the team crashes their wedding. out of combat, to change her abilities. Not only is
The battle system ditches the usual Final this a ton of fun, but it’s a veritable fashion show,
Fantasy ATB setup in favour of a typical turn- as each outfit is adjusted for each woman, and
based one. Here, the turn order is displayed on a many of them are just fabulous.
queue on the side of the screen, indicating when But it’s a strange game, since the vibe is so
each combatant will react. You can switch between different. Final Fantasy X’s Spira was gorgeous
any party members at any time, which is useful, but morose. Everything is so much peppier here,
since certain characters are strong against certain with the main trio coming off as something like
types of enemies – Wakka’s Blitzball attacks make an anime Charlie’s Angels. The music, provided
quick work of flying enemies, while Auron can by Noriko Matsueda, is much poppier than the
slice through thick armour. average Final Fantasy soundtrack, but not really in
The character customisation system is the a good way. Similarly, the sense of humour doesn’t
Sphere Grid, which is shaped like a game board. often work – Brother, a compatriot of Rikku’s,
Each character travels on a path and unlocks is stunningly obnoxious, and the rival sphere-
various stat upgrades and skills, with occasional hunting gang, led by a woman named Leblanc,
forks in the road. It only really gets interesting later who has two incompetent underlings, feels
in the game, when you can pick up a character’s rather juvenile. There are other problems too – in
piece and move it to a different path, allowing particular, how you unlock the good ending (and
for more interesting hybrids. The Expert grid find out why Tidus is missing) is so obscure that it
added to the later re-releases allows you to choose requires a guide. Altogether, the battle system is
where each character starts off, though once you incredibly fun, but the framework surrounding it
commit, you still can’t actually customise much. is only barely tolerable.
Even though it’s such a guided experience, Both games were compiled together for
the incredible world design is what really sells Final Final Fantasy X/X-2 HD Remaster, on assorted
Fantasy X. It also marks the first time that Square platforms. Beyond the high-definition graphics,
developed a straight sequel in the same game it also redoes many of the main character models, Final Fantasy X-2
world, called Final Fantasy X-2. Taking place a few at least for FFX, though the results are mixed. is such a drastic
years after Sin’s defeat, Spira is basically holding There are also some new arrangements of certain departure in tone
a near-continuous party. The game casts Yuna in songs, though none of them really needed this and style from its
the leading role, along with Rikku, as well as a new treatment. This release also included extras found predecessor that
character, Paine, a brooding swordswoman who in the re-issued International versions, which were it almost feels like
takes over the goth look from Lulu, who sits on not initially released in North America. fan fiction.
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Final Fantasy XII
Developer: Square Enix | Released: 2006 | Platform(s): PS2, PS4, WIN, NSW, XB1
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The character
models look
incredible on the
PlayStation 2,
and hold up
remarkably well
even in the HD
re-release.
to constantly tweak and adjust the programs you much presence, and as a result, when it’s time
devise, until you find a combination of commands to fight them, the major battles lack emotional
that works for the party you’ve built, while jumping resonance. It’s not that the game is dour –
in to issue manual commands as necessary. Balthier has some particularly brilliant one-liners,
Still, it has some issues – you’re given limited delivered in a slick, faux-aristocratic British accent
slots, especially in the beginning, and the Gambits – but the narrative itself is just thin. This becomes
themselves are slowly administered over the course more evident the further you get in the game,
of the game, greatly limiting what you can do with where many dungeons and several hours often
them until you’re quite a way into the game. pass between plot points. Matsuno left the project
The License system is similar to the Sphere partway through, citing health reasons, and you
Grid from Final Fantasy X, though far less can definitely see the cracks. Still, the localisation
restrictive. Each character has a starting spot on is stellar – it’s that rare game that never once
a board, and can use obtained License Points to reminds you that you’re playing a game that was
unlock a square, teaching that skill and allowing originally in a totally different language.
you to move to any of those surrounding it. That It seemed jarring at the time, but Final Fantasy
way, you can control the emphasis, towards beefing XII marked an evolutionary branch that other RPGs
up stats, or learning specific abilities. Unusually, later followed, particularly Monolith’s Xenoblade
access to various pieces of equipment also needs series. It ends up feeling a little bit more like a
to be unlocked, too. In the original release of the Western RPG, but with the style and mechanical
game, each character starts on a different part of depth more prevalent in Japanese RPGs, and it still
the board, but in the long term, they all converge. feels modern even years after its release.
The later International PS2 version (and The Final Fantasy XII did take some heat for
Zodiac Age HD revisions) allow you to choose putting young pretty-boy Vaan in the starring
different boards based on various Final Fantasy role, when the grizzled war hero Basch is really the
Job classes, allowing better customisation. main character. Vaan doesn’t have a major role in
This all takes getting used to, and there’s the story, just kinda tagging along as it proceeds,
quite a bit of dungeon crawling, more so than so he feels a little redundant once the plot starts
Final Fantasy fans may be used to. However, as far moving, but the developers make up for this in
as the story goes, it feels like Final Fantasy XII is the spinoff sequel, Final Fantasy XII: Revenant
missing something. Though the plot is typical of Wings. A real-time strategy game for the DS, it Revenant Wings,
the series – rebellion fights evil empire! – it’s told casts Vaan and Penelo as sky pirates, and brings in the Final Fantasy
in a slightly more highbrow manner, but this also further elements from other Matsuno games, like XII DS sequel/
means it’s missing the romance and melodrama the winged races seen in Tactics Ogre. It’s a little spinoff, tends
that made the previous games so effective. The messy, as all of these touch-screen DS RTS games to be forgotten,
villains – the Archadian prince Vayne and his were, but it retroactively fixes up Vaan’s role in the because it’s a
Judges, an elite guard dressed in striking black universe, and nicely expands both the characters totally different
armour – sure look cool, but they don’t have and the world. type of game.
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Final Fantasy XIII (series)
Developer: Square Enix | Released: 2009 | Platform(s): PS3, X360, WIN
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The area opens up a bit when you reach Pulse, the apocalypse, with the clock ticking down in real
near the end of the game, but until then it’s time. The premise is somewhat similar to tri-Ace’s
just open areas containing a bunch of monster- Valkyrie Profile, though it’s not as heavy on the
hunting quests but not much else. As expected of melodrama, considering that collecting souls usually
Square, the visual design is incredible, and Tetsuya just involves making people happy by running fetch
Nomura’s characters still look great, but there’s quests, instead of watching them die tragically.
no cohesion to the locations, compared to the There’s quite a bit of pressure to play the
lush island of Spira. The soundtrack by Masashi game correctly – indeed, if the original Final
Hamauzu (Final Fantasy X, Unlimited Saga) is Fantasy XIII was too linear, this one almost
very different from Uematsu’s music, but it’s still feels too open. There are four large main areas
quite good – he has a propensity for violins and you can explore, which you can conquer in any
they work very well in the main battle theme. order, and you can even hop between questlines. Final Fantasy XIII-2
Final Fantasy games have always been However, the time limit is more generous than fixes some of its
divisive, but its numerous issues caused this one it initially seems. On normal difficulty, time predecessors more
to have more of a mixed reception than most. flows so that an in-game day passes in about egregious issues, but
Nevertheless, it led to two direct sequels. an hour in real-time. However, in practice it’s its storytelling is still
Final Fantasy XIII-2 starts three years actually quite a bit longer, since time doesn’t a minor disaster.
after the ending of the first game. Lightning has pass in battle or during cutscenes, plus there’s
seemingly sacrificed her life to save the worlds, an ability which lets you freeze time, and pretty
and her sister Serah mourns her loss. Then, a often too. When exploring, you’re given a variety
mysterious boy named Noel appears, claiming to of quests, both main storyline and optional ones,
be from hundreds of years in the future, and that and completing storyline quests will extend the
Lightning is alive and in a place called Valhalla. time left until the end of the world. In other
Additionally, various time paradoxes have been words, as long as you’re not frittering away
occurring, causing out-of-place artefacts to be your time, you probably won’t end up failing.
scattered about. So, Serah and Noel venture out And even if you do, there is a New Game+ to carry
on a journey through time and space, hopping over progress and try again.
around different areas in the timeline in order to The battle system has changed a bit, since
set things right, and find Lightning. you only control Lightning. Instead of Paradigms,
FFXIII-2 seems to have learned at least some she has three Schemata she can switch between
lessons from its predecessor. The areas are more at any time. These not only have unique weaponry
open. The combat system is basically the same, but also skill sets. Each also has its own ATB bar,
though you’re given full access to it much earlier on so basically, you attack until one is exhausted,
than before, and it now includes some unfortunate then switch to another while the previous one
but simple QTE-style button pressing events. recharges. Enemies have unique conditions,
Newly added is the ability to capture enemies, train many revolving around element weaknesses,
them, and have them fight alongside you. allowing them to be Staggered. It’s a little tough
The visuals are still gorgeous and the music to wrap your head around when you’re fighting
is generally excellent. However, the story is still more than one enemy, but it’s still quite a bit of
borderline incomprehensible, thanks to all of fun. Health also no longer recharges after battles Below left is Final
the timeline hopping, and while Serah and Noel and you can only carry a handful of curatives. Fantasy XIII-2 ’s
aren’t as obnoxious as some of the cast from the Ultimately, the story is still a complete mess main duo of Serah
first game, they aren’t all that likeable either. – many characters return but they’re radically and Noel, who are
Altogether, it’s mostly a better game than its different from their previous selves, and while less insufferable
predecessor, but still something of a mess. Lightning isn’t exactly the most interesting than the first game’s
The third game in this sub-series is Lightning character, at least the story is more focused, crew. To their
Returns: Final Fantasy XIII. Having sat out most with less time spent watching tedious cutscenes right, and below, is
of the previous game, Lightning awakens from a and more time spent actually doing stuff. While Lightning Returns,
centuries-long slumber to a world that is about to it is weighed down by all of the mishaps of the which is more
be destroyed. The God of Light, Bhunivelze, tasks previous games, and it feels intimidating at first, tolerable if mostly
Lightning with exploring the world and collecting it’s actually a pretty solid RPG in its own right, and because it relegates
its denizens’ souls, so that they may live again in a it’s well worth playing, even for those who didn’t most of the core cast
new world. At the outset, she has six days before care for the first two Final Fantasy XIII entries. to the sidelines.
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Final Fantasy XV
Developer: Square Enix | Released: 2016 | Platform(s): PS4, XB1, WIN, NSW, IOS, AND
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World of Final Fantasy
Developer: Square Enix/TOSE | Released: 2016 | Platform(s): PS4, XB1, NSW, WIN
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Final Fantasy: Mystic Quest
Developer: Square | Released: 1992 | Platform(s): SNES
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Final Fantasy: The 4 Heroes of Light
Developer: Square/Matrix | Released: 2009 | Platform(s): DS
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Crisis Core: Final Fantasy VII
Developer: Square Enix | Released: 2007 | Platform(s): PSP
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Final Fantasy Type-0
Developer: Square Enix | Released: 2011 | Platform(s): PSP, PS4, WIN
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Final Fantasy: Crystal Chronicles
Developer: Square | Released: 2003 | Platform(s): GC, DS, WII, PS4, NSW, IOS, AND
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of the day complained about the cost of buying
not only the game, but also four GBA systems and
link cables. Another controversial element is the
crystal chalice, more commonly known as “the
bucket”. Since the world is shrouded in poisonous
miasma, each party has to carry around a chalice
to ward of the poison – a clever gameplay device
used to keep the players close together. Solo
adventures are accompanied by a Moogle carrying
said chalice; in multiplayer groups however, one
character always has to carry the chalice, and must case: instead of utilising the much stronger Wii The Crystal Bearers
put it down before joining the battle. hardware, Echoes of Time uses the same graphical for the Nintendo Wii
In spite of all these idiosyncrasies, Crystal assets as the DS game and puts the two handheld was almost nothing
Chronicles sold pretty well, and has found quite a screens into two separate windows. like the GameCube
few fans, leading not only to a remaster on current- For Nintendo’s WiiWare service, Square game that spawned
gen hardware, but also a handful of sequels on produced two spinoffs titled My Life as a King it, and while it’s
Nintendo DS and Wii. (2008) and My Life as a Dark Lord (2009). Both decent, it also failed
The first of these sequels, Ring of Fates, was veer more towards strategy and base- or kingdom- to take off.
released on Nintendo DS in 2007. It’s a prequel to building and are considered some of the most
the original game, taking place thousands of years complex games on the service. The first one also
before the miasma covered the land. The handheld got a browser-based companion-game called
adventure puts a much larger emphasis on story My Life as a King - Everyone’s Kingdom.
and characters, and classical RPG elements like The series would come to an end in 2009
experience points are present as well. Typically for with Final Fantasy Crystal Chronicles: The Crystal
DS games of this vintage, there are some touch- Bearers, a single-player game for the Nintendo Wii,
screen shenanigans involved: it’s possible to switch taking place long after the GameCube episode and
the main screen between upper and lower screen eschewing the cute art style of previous games in
in order to initiate attacks via stylus. The game favour of more naturally proportioned characters.
was directed by Mitsuru Kamiyama, who served Initially intended as a bold, free-roaming adventure,
as the main programmer in the first game. He also the Wii’s success among non-hardcore gamers led
directed the second sequel, released in 2009 and the team to aim the game at more casual players
subtitled Echoes of Time, which is pretty similar and implement typical Wii features like WiiMote
to Ring of Fates, but puts a larger emphasis on aiming. Despite nice presentation and a good plot,
multiplayer action, allowing local co-op between DS middling reviews and poor sales put a premature
and Wii players. The latter version is an interesting end to the Crystal Chronicles series.
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Shin Megami
Tensei and
Persona
In 1986, Aya Nishitani wrote a novel called While it took a while to catch on, the Persona Embracing their
Digital Devil Story: Megami Tensei (“Goddess series achieved international success with its third identity as post-
Reincarnation”), a story about opening the gates entry, which mixed up social elements and dungeon apocalyptic
of the demon world using computers. It’s a crawling. It’s now reached the point where Persona cyberpunk, the
little cheesy, in the same way that Stephen King is much more popular than the series that initial Shin Megami
horror stories can be, but played to the anxieties spawned it, much to the chagrin of long-time fans. Tensei games are
people had about the new-fangled technology, Of course, it took a long time for any of quite a bit darker
and spawned numerous multimedia tie-ins. these games to be released outside of Japan than other RPGs
One of these tie-ins was a Famicom game by at all. Role-playing games were hard sells in of the time.
Atlus, a company that was just getting its start in the Western console markets in the late ’80s/
game development. The staff were fans of 3D PC early ’90s, doubly so in this case, given the first-
dungeon crawlers like Wizardry, and decided to person dungeon crawling and complicated
make a similar game using the Megami Tensei demon-breeding mechanics. The core concept
licence. Playing as the human characters, Akemi of the series is that every figure from every world
or Yumiko, players could also talk to the many mythology or religion co-exist, which means that
enemy demons and potentially recruit them into trickster god Loki could hang out with biblical
their party, then fuse multiple demons together to devil Lucifer. This could have been an issue in
make new and stronger creations. It was popular countries like the United States, or other regions
enough, and thus spawned a sequel, Megami with a strong religious population, that might
Tensei II, that took place in a post-apocalyptic view this as blasphemy – it doesn’t help that
Tokyo overrun by demons, while the rest of Christian angels are routinely characterised as
humanity tried to eke out an existence under their villains. Some of the spinoffs, like Revelations:
rule. Another sequel was released on the Super Demon Slayer for the Game Boy and Persona
Famicom, now called Shin Megami Tensei (“True for the PlayStation, were released in the ’90s;
Goddess Reincarnation”), a key point in one of it wasn’t until 2004 that the first core game in the
Japan’s longest-running RPG series. series, Shin Megami Tensei Nocturne (known as
Within this novel post-apocalyptic setting, Lucifer’s Call in Europe), saw international release.
the developers were keen to experiment with a For quite a while the key people leading the
number of themes, creating a large number of series were programmer/designer Kouji “Cozy”
spinoffs. The 32-bit Devil Summoner games take Okada, and artist/designer Kazuma Kaneko.
place in modern Japan, and have you controlling However, in the mid-2000s, their involvement
a small squad of paranormal detectives. The diminished, as direction was passed to Katsura
PlayStation 2 Devil Summoner series is a spinoff Hashino, a planner who worked on some of the
of a spinoff, using a similar concept but set in 16-bit games, as well as artists Shigenori Soejima
1930s Tokyo. Majin Tensei is a strategy RPG series and Masayuki Doi. Kaneko continues to be credited
similar to Fire Emblem and Front Mission; the much on many games, mostly because even newer titles
later Devil Survivor is similar, but closer to Tactics reuse his demon designs, some of which have
Ogre in style. Last Bible takes place in a fantasy become iconic over the years. Every RPG has
medieval setting, while DemiKids is basically its mascot – Dragon Quest has the slime, Final
Shin Megami Tensei mixed with Pokémon. Shin Fantasy has the Chocobos and the Moogles – so
Megami Tensei if… featured regular high school Shin Megami Tensei and Persona have Jack Frost,
students instead of cyberpunk warriors, which in a little snowman in a blue jester’s outfit, along with
turn sparked another sub-series, Persona. several other similar themed family members.
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Digital Devil Story: Megami Tensei
Developer: Atlus | Released: 1987 | Platform(s): FC, SFC, MOB
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Digital Devil Story: Megami Tensei II
Developer: Atlus | Released: 1990 | Platform(s): FC, SFC, MOB
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Shin Megami Tensei
Developer: Atlus | Released: 1992 | Platform(s): SFC, PCECD, MCD, PS1, GBA, IOS
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Shin Megami Tensei II
Developer: Atlus | Released: 1994 | Platform(s): SFC, PS1, GBA, IOS
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Shin Megami Tensei if…
Developer: Atlus | Released: 1994 | Platform(s): SFC, PS1, IOS
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Shin Megami Tensei: Nocturne
Developer: Atlus | Released: 2003 | Platform(s): PS2, NSW, PS4
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Shin Megami Tensei IV
Developer: Atlus | Released: 2013 | Platform(s): 3DS
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Shin Megami Tensei IV: Apocalypse
Developer: Atlus | Released: 2016 | Platform(s): 3DS
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Shin Megami Tensei: Devil Summoner
Developer: Atlus | Released: 1995 | Platform(s): SAT, PSP
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Devil Summoner: Soul Hackers
Developer: Atlus | Released: 1997 | Platform(s): SAT, PS1, 3DS
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Shin Megami Tensei: Digital Devil Saga
Developer: Atlus | Released: 2004 | Platform(s): PS2
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Devil Summoner: Raidou Kuzunoha
Developer: Atlus | Released: 2006 | Platform(s): PS2
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Shin Megami Tensei: Strange Journey
Developer: Atlus/Lancarse | Released: 2009 | Platform(s): DS, 3DS
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Tokyo Mirage Sessions #FE
Developer: Nintendo/Atlus | Released: 2015 | Platform(s): WIIU, NSW
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Persona
Developer: Atlus | Released: 1996 | Platform(s): PS1, PSP
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Persona 2: Innocent Sin / Eternal Punishment
Developer: Atlus | Released: 1999 | Platform(s): PS1, PSP
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Persona 3
Developer: Atlus | Released: 2006 | Platform(s): PS2, PSP
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of well over 200 floors, each randomly-generated popular worldwide. So Atlus quickly released an Persona 3 Portable
every time you enter. Unlike the previous PS2 enhanced follow-up called Persona 3 FES, short retrofits many of
Shin Megami Tensei games, there are no random for “festival”. The major draw here is an expansive the improvements
encounters, and enemies are visible. The battle epilogue chapter called The Answer, putting Aigis added in Persona
system is similar to the Press Turn implementation in the starring role. The story is thin and it’s largely 4, though since it’s
in Nocturne, but here, if you hit a weakness, you’ll focused on dungeon exploration and combat, still missing some
also knock your opponent down, causing them though it does add quite a bit of extra play time. stuff like the FES
to lose a turn. If all of the enemies are knocked Atlus was keen to listen to players’ complaints post-game story,
down, you can execute an All-Out Attack, greatly about Persona 3, and thus many issues were there’s no real
damaging all of them and potentially ending fights addressed in Persona 4, released a few years definitive version.
quickly. Demon conversation is gone, and instead later. Many of those improvements were then
Personas are obtained via card shuffles after combat. retroactively carried over to another release,
You gain Personas far more readily than in the Persona 3 Portable for the PSP. Beyond the
previous games, though only the protagonist convenience of being able to play the game on the
can switch theirs, and others’ evolve as they level go, there are tons of quality-of-life improvements
up. Your party is also guided by a navigator, who – every character can be controlled in combat, and
doesn’t participate in combat but gives feedback as the Stamina stat is gone, so you just leave when
well as commentary during battle. you run out of SP and can’t use magic anymore. In
As often happens with innovative products, the original release, one particular quirk was that
Persona 3 suffers from questionable design among the Social Links, the main character could
decisions. The most egregious is that you can interact with the female party members but not the
only directly command the protagonist in combat, male ones, seemingly to emphasise the romantic
while everyone else is governed by AI. Most of the relationships you could engage in. To compensate,
time, they act intelligently, but it’s still frustrating this version includes the ability to choose a female
that so much control is removed from the player. protagonist, each with her own Social Links, many
Each character also has a hidden Stamina stat featuring brand new characters, and granting
that prevents them from staying in the dungeon Social Links for the main party. There’s quite a bit of
too long – they’ll tire out and become useless new dialogue and music to complement this mode,
in combat, which basically forces you to leave as well as a pink UI colour scheme. A few things are
and resume the run another day. Also, due to cut back though – instead of running around your
the randomly-generated dungeons, the game dorm or in town, navigation is handled entirely
is pretty repetitive, as so much of Tartarus just through menus, and cutscenes are all implemented
looks and feels like the same aimless hallways over with simple character portraits and text. It makes
and over. It changes scenery and music every once the game move faster, at least.
in a while, but otherwise, the only variations are The PSP version is also missing the FES post-
the boss dungeons that occur as you progress game, so despite its many improvements, it can’t
through the school year. Between drawn-out be considered definitive. Plus, in the grand scheme
dungeon crawling, the social aspects, and the of things, both of its sequels are mostly better
slow-moving story, it just seems to go on forever. games. Still, they both lean more into the dating
These issues are frustrating, but the concept sim aspects, while Persona 3 maintains a dour
was just so fresh, the look so stylistic, and the atmosphere that makes it feel thematically closer
combat so slick that it proved to be immensely to the classic Shin Megami Tensei games.
The addition of a
female protagonist
in the PSP version
of Persona 3 is
fantastic, and it’s a
little disappointing
that the heroes of
subsequent games
remained male-only.
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Persona 4
Developer: Atlus | Released: 2008 | Platform(s): PS2, PSV, WIN
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Persona 5
Developer: Atlus | Released: 2016 | Platform(s): PS3, PS4
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Persona Q (series)
Developer: Atlus/Lancarse | Released: 2014 | Platform(s): 3DS
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Last Bible (series)
Developer: Atlus/Multimedia Intelligence Transfer | Released: 1993 | Platform(s): GB, GBC, SFC, GG
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Giten Megami Tensei
Developer: ASCII | Released: 1997 | Platform(s): PC98, WIN
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The logo of the
Shin Megami
Tensei series is
striking, though
seldom used
anymore.
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Namco’s
Tales of …
series
Namco is known for all-time classic video games the same game. Most of the games in the series
throughout the ’80s and ’90s, ranging from are separate, story-wise, from each other, though
golden-era arcade classics like Pac-Man and a few have direct sequels (Destiny, Symphonia,
Galaga to early 3D franchises like Ridge Racer and Xillia) and there are some small references that
Tekken. While other companies jumped onto the connect some of the games in various ways, not to
RPG bandwagon fairly early on, Namco really only mention non-canon guest appearances from old
published games by other companies, like Atlus’ heroes and foes.
Megami Tensei and Birthday’s Kaijuu Monogatari. Of course, with so many games in the series,
They didn’t toss their own hat into the ring until they do tend to blend together. For a period of time,
the 1995 Super Famicom title Tales of Phantasia. Tales was nearly annually produced, alternating
This sparked a franchise that led to 18 entries over between various development studios, often with
the course of 25 years, not including numerous varying results in quality. The world designs
spinoffs. It was initially developed by Wolf Team, a tend to be generic anime fantasy, the storylines
part of Telenet (known for ’80s and ’90s PC games themselves tend to suffer from narrative issues,
and some B-grade action games, like Valis), which and as the series went on, the lack of development
was eventually absorbed by Namco and given the time and budget clearly showed. But they excel for
name Namco Tales Studio. two main reasons: fast and fun real-time battle
Tales of Phantasia (like all the later games) sequences (initially presented as side-scrolling 2D
feels like an anime series in the form of an RPG. in the early games, before shifting to 3D later on),
To an extent, this sentiment can be applied to and a roster of fun, likeable characters. Most games
most other RPGs as well, but it’s true of Namco’s feature numerous optional “skits” in which the
series more than most, especially due to its use of cast chats about the events of the story, providing
opening vocal songs, animated introductions, and characterisation and fleshing out the game world.
casts of popular voice actors. The first game There are numerous spoken win quotes after each
features character artwork by manga artist Kousuke battle, a small detail that adds a lot of personality.
Fujishima, known for You’re Under Arrest and Oh Add in regular series features, like a cooking system,
My Goddess, while the next two games (Destiny and a Title system where characters get nicknames (and
Eternia) feature work by Mutsumi Inomata, who potentially stat changes) based on their actions,
isn’t quite as big a star, but provides excellent, plenty of bonus mini-games, and cameos from
attractive art nonetheless. Subsequent games other Namco games, and it’s easy to see how the
have bounced between these artists, and in some series has retained an enthusiastic fanbase, in spite
cases, each has provided different characters for of its ups and downs over the years.
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Tales of Phantasia
Developer: Namco/Wolf Team | Released: 1995 | Platform(s): SFC, PS1, GBA, PSP
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Since the game was released as the Super Famicom though the Super Famicom version, localised by The PlayStation
was entering its twilight years, and competing DeJap, takes enormous liberties with the script port of Tales of
against 32-bit CD-based platforms like the by embellishing it with plenty of adult humour. Phantasia is
PlayStation, it’s also a bit of a technical marvel. It Meanwhile, the PlayStation version is not only generally regarded
uses 48 Mb of ROM, a huge amount of space, more more faithful, but goes the extra mile by subtitling as the best version.
typical of fighting games, and much of that is used the speech, something the official localisation of
for the game’s digitised speech. Most of this is Destiny didn’t bother with.
assorted battle cries, but a full vocal song is also The first official localisation of Tales of
featured in the intro, entitled “Yume wa Owaranai” Phantasia popped up for the Game Boy Advance,
(“The Dream Will Never End”). The soundtrack, released to tie in with Tales of Symphonia on the
by Wolf Team regulars Motoi Sakuraba and Shinji GameCube. This is mostly based on the Super
Tamura, is also well rounded, though the battle Famicom version, with some aspects from the
themes in particular stand out. PlayStation version, like its revamped sprites and
While many later entries refine both the battle playable Suzu. Unfortunately, this port is fairly
mechanics and the storytelling, Tales of Phantasia poor, as the battles are comparatively sluggish.
is still a pretty fun game, especially because of its The localisation has assorted problems too – it
characters. As a late-era 16-bit RPG, it’s an easy removes the intro vocal song, all of the vocal clips
one to return to, to re-experience the origins of the have been re-recorded in English with both terrible
series, compared to the harsher initial entries in voice acting and bad sound quality, and there’s an
other series like Final Fantasy or Dragon Quest. infamous mistake, whereby it translates the term
Tales of Phantasia was remade for the “Ragnarok” as “Kangaroo”.
PlayStation just three years after its initial Super The game also showed up twice for the
Famicom release. In many ways, this brought it up PlayStation Portable – first as the Full Voice
to the level of its PS1 sequel, Tales of Destiny – it Edition, which adds in much more spoken
contains a refined battle system that strengthens dialogue, then bundled as an extra with the spinoff
the supporting characters and adds in multiplayer Tales of Phantasia: Narikiri Dungeon X, the extra
support, an implementation of Tales’ signature including the spinoff’s character Rondoline, as
“skits”, improved visuals (including sprites that a bonus. These versions have assorted tweaks –
more closely match Fujishima’s artwork and a the character sprites have been redone again but
3D overworld) and sound, an FMV anime intro, they’re too tall, and the action no longer freezes
an extra playable character in the form of ninja during spell-casting. While this was done for
girl Suzu Fujibayashi, and other enhancements. consistency with later games, it also messes up the
This is considered the best version of the game. balance. The other ports aren’t awful, but there’s
Unfortunately neither of these versions got enough jankiness to them that the PlayStation
localised – the Super Famicom version came too release is preferable. The PSP versions were used
late in the system’s life to be commercially viable, as the basis for the smartphone game, which
and Namco likely skipped over the PlayStation was released in English as a free-to-play game
version due to the tepid reaction in North America (save points cost money), though since the servers
to Tales of Destiny. Both have been fan translated, were disabled in 2014, it is no longer playable.
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Tales of Destiny (series)
Developer: Namco | Released: 1997 | Platform(s): PS1, PS2, PSP
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some ancient ruins, who’s muttering something This is also the first game in the series to implement The screenshots
about looking for a hero. They join together as they the Grade function, giving you a score at the end of above left are from
rise to the occasion, which puts them at odds with each encounter. When you complete the game, you Tales of Destiny 2
Elrane, the human manifestation of the goddess can use those points at the Grade shop to unlock and the Tales of
Fortuna. Their actions create a split timeline, various features for subsequent runs. Destiny remake,
requiring them to go back to the past to fix it, Overall, the story is rather dumb but the both of which use
during which Kyle learns the sacrifices required to battle system is super fun, which applies to a lot large sprites for their
be a true hero. of the later games in the Tales series. Alas, Namco characters in battle.
JRPGs are stereotyped as having teenage didn’t feel that the 2D entries would appeal to
characters talking about justice and heroism and overseas fans, so none of these were localised into
such, and Tales of Destiny 2 is one of the purest English. Which is, of course, unfortunate, because
examples of this kind of thing. Kyle is super- the battle systems are the best of them – they have a
enthusiastic, but he’s also kind of a dingus. Other subtly different feel from the 3D games
aspects of the plot are kinda dumb too – there’s a that makes them feel tighter, despite their
character named Judas who is very obviously just mechanical similarity.
Leon in a mask (who shows up here for reasons After continuing the 2D Tales line with Tales
that aren’t initially clear), and the time travel plot of Rebirth, the series doubled back with a remake
was already done, and done much better, in Tales of the original Tales of Destiny. This is a ground-up
of Phantasia. remake, implementing many aspects of the other
Visually, it’s an evolution of Tales of Eternia, 2D PlayStation games, the major difference being
using sprites on 2D backgrounds, but the higher that the field backgrounds are 3D, though the
resolution allows for a greater level of detail. characters are still sprites. Much of the script has
(The world map is totally 3D though, and does been expanded too, with much more voice acting
not look great.) These larger, more detailed than was present in the original game. Some of the
sprites greatly improve the battle system over characterisations have changed, though, to match
its PlayStation era counterpart. The camera how they were represented in Tales of Destiny 2 –
also zooms in and out as the player character primarily Stahn, whose dumbness has been played
moves towards the enemies, the combat is even up beyond the original “simple country bumpkin”
smoother, and the whole thing feels like an SNK persona. Stahn’s younger sister Lily, who existed
fighting game. in the original game’s code but was left unused, is
It also handles the criticism that previous now playable too.
games were too button-mashy by implementing However, the biggest improvement is the
a Spirit Points (SP) gauge. Every attack will drain battle system. This game introduces the Chain
the SP gauge a bit, so you’ll need to retreat for a Capacity (CC) system, which totally eliminates the
few moments to recharge when it gets low. TP is concept of TP. Instead, you can create combos,
also handled differently, as it now maxes out at using regular attacks or Artes however you want,
100, and regenerates as you use regular attacks. though the length of the combo is capped at a
As a result, you can use Artes without being certain level, determined by your equipment. After
concerned about TP running out, because you just the combo is completed, it replenishes almost
recharge it, though there are still restoratives if you instantly, though the cap resets at a higher or lower
want to replenish it immediately. In order to ensure limit. As such, the kind of combos you can perform
that your characters are facing enemies head on, if is constantly in flux. Many later Tales entries use
you try to run around and attack them from the this system, with various tweaks. In addition to this,
back, you’ll be subjected to an SP penalty. There’s there’s a super-fun mid-air combat system whereby
also a hidden gauge that increases as you attack, you can leap and attack enemies in mid-air. As
which, when maxed out, will engage the Spirit with the later Tales games, you can also command
Blaster mode, which allows you to attack without characters other than Stahn. The Director’s Cut re-
losing SP. This is found in many later games under release includes some tweaks and additions, but,
different names, though usually with an on-screen most importantly, includes a new scenario starring
indicator, and player control over its activation. Leon, though it’s only a few hours long.
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Tales of Eternia
Developer: Namco | Released: 2000 | Platform(s): PS1, PSP
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Tales of Symphonia (series)
Developer: Namco | Released: 2003 | Platform(s): GC, PS2, WII, PS3, WIN
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Tales of Rebirth
Developer: Namco | Released: 2004 | Platform(s): PS2, PSP
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Tales of Legendia
Developer: Namco | Released: 2005 | Platform(s): PS2
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Tales of the Abyss
Developer: Namco | Released: 2005 | Platform(s): PS2, 3DS
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Tales of Vesperia
Developer: Namco | Released: 2008 | Platform(s): X360, PS3, PS4, XB1, NSW, WIN
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Tales of Graces
Developer: Namco | Released: 2009 | Platform(s): WII, PS3
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Tales of Xillia / Tales of Xillia 2
Developer: Namco | Released: 2011 | Platform(s): PS3
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Tales of Zestiria
Developer: Namco | Released: 2015 | Platform(s): PS3, PS4, WIN
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Tales of Berseria
Developer: Namco | Released: 2016 | Platform(s): PS3, PS4, WIN
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Tales of (Portable Entries)
Developer: assorted companies | Released: 2000 | Platform(s): GBC, GBA, PSP, DS, 3DS, PSV
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which your characters can hop between. Ultimately, from other Namco games. The weapons, called Of the two remakes
though, the game has a slapped-together quality – Somas, can also be customised via raw materials of DS Tales games,
the polygonal visuals are poor, the voice acting is found throughout. English speakers
sparse, and the quest is pretty short. It was so poorly Probably the weirdest aspect of this game is missed out on
received that it was downgraded from a “flagship” that there were two separate releases, completely Innocence R, which
game to a “gaiden”. identical except for their cutscenes. The Anime isn’t bad … but Hearts
The next game, Tales of Innocence, was an edition, obviously, uses the anime FMV typical R is slightly better.
improvement. It was outsourced to Alfa System, of the rest of the Tales series, while the CG
who had previously worked on some of the Tales of version uses really ugly computer-rendered versions
the World games. The protagonist is a boy named of the movies.
Luca, who’s kind of a wimp, but has dreams of a The game was later remade for the Vita, under
powerful warrior named Asura. It turns out he’s the name Tales of Hearts R, and it got a complete
seeing visions of his previous life, as people all over 3D overhaul, using the same engine as Innocence
the land begin to recall memories of a bygone war. R (and only releasing an anime cutscenes version).
It’s a neat idea for a story, though the game is a bit The battle system resembles that of the other 3D
too short to really pull it off. entries, still using the old TP system. The Connect
The game is still 3D, but it’s a huge Commands are gone, but instead there’s a Chase
improvement over Tempest, if obviously not on the Link ability whereby you can knock enemies into
level of the console games. The battle system is an the air and extend the combo by having your
amalgamation of other Tales systems, primarily that fellow party members join in. The DS game originally
of Tales of the Abyss, along with the mid-air combos linked areas with a series of paths, but now there’s a
of the Tales of Destiny remake. Also included is the proper overworld, and the Soma upgrade system has
Guild system, which includes randomly-generated changed. Many events have been deleted or changed,
quests and dungeons, as in Radiant Mythology. and while no one will miss the randomly-generated
The game was ported to the Vita in 2012 as Spiria mazes, most of the other cuts are to the
Tales of Innocence R, this being the first RPG for game’s detriment. As with Innocence R, the random
the system. It has improved graphics, closer to the encounters are back as well. This is also one of the
level of the PS2 games (though it still looks a little few portable Tales games localised into English,
sparse), some tweaks to the battle system, and much though the voice acting was left in Japanese.
more voice acting. Some events have been altered, Innocence and Hearts are surely a huge step
the guild missions are totally gone, and visible up from Tempest, but ultimately, they’re still just
encounters have been replaced with random battles. middle-of-the-road Tales games. As usual, the best
The next game, Tales of Hearts, was initially things about them are the characters, like Hisui
released for the DS in 2008. As the game begins, from Hearts, just because he’s a hotheaded jerk
sister and brother Kohaku and Hisui are being who goes against the typical meek and kindly healer
chased by a mysterious woman. They elude capture, stereotype. Hearts is also the better of the two,
and happen upon a young man named Kor Meteor, if mostly because it feels more fleshed out.
who has the ability to enter people’s Spiria, a While not officially part of the series, Namco
representation of their emotions. While attempting did also produce a spinoff title as a tie-in with
to save Kohaku, he meets a mysterious sleeping the Sgt. Frog series for the DS, titled Keroro RPG: Keroro RPG is a secret
beauty, and ends up shattering her Spiria, rendering Kishi to Musha to Densetsu no Kaizoku (“The Tales game, but also
her a half-awake husk, and begins a journey to not Knight, the Samurai, and the Legendary Pirate”). remained Japan-only,
only rejuvenate her but also save the siblings from Overseen by Tales Studio, it’s very similar to Tales for licensing reasons.
the woman who was chasing them. of Hearts for the DS, even including the trademark
In the initial DS release, Tales of Hearts grading and cooking system. You control a group
primarily uses 2D graphics, making it look and of frogs who have been sucked into a video game
play like 2D PS2 entries, such as Tales of Destiny 2. console and arrived inside of an RPG-style world,
The Emotion Gauge (EG) replaces the CC system themed around samurai, pirates, and knights.
of the Tales of Destiny remake, but otherwise it’s It’s filled with parodies of other games – heroes
fairly similar. Though only three characters appear wear Gundam models as armour, and a character
in battle at a time, as in the other DS games, other named Rain is patterned after Leon from Destiny.
characters can be called upon to execute Connect It’s a little simple, since it was made for kids, but
Command attacks, including guest characters it’s a decent title.
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Other
Franchises
We started this book by looking at the ’80s Imageepoch, and Compile Heart. Their games
JRPG scene, and then addressing the four most include the Chrono Trigger/Cross duology,
prolific franchises. But the JRPG landscape Xenogears and other games in the Xeno series,
goes incredibly far beyond just these series, with EarthBound (Mother), Phantasy Star, SaGa,
hundreds upon hundreds of other games from Breath of Fire, Wild Arms, Lunar, Shadow
various developers and publishers, big and small. Hearts, and many, many others. There are
This section explores many of these. As such, also sections on RPGs that were prolific in
it’s also by far the largest chapter in this book. Japan but almost entirely unknown outside it,
It’s consequently broken up into several like Data East’s Metal Max and Glory of Heracles
sub-chapters. To begin, we’ll look at Star Ocean, series, as well as Hudson’s Tengai Makyou.
itself a step-sibling to Namco’s Tales series After addressing franchises, we’ll be looking
of the previous chapter. Next come other games at some individual games. These are ordered
by tri-Ace, which share some common design roughly chronologically by era, beginning with
sensibilities. We then explore several other 8-bit RPGs on the Famicom (as well as the Game
franchises that, while not quite as prolific as Boy and Game Gear), then 16-bit games on the
Final Fantasy or Dragon Quest, still made their Genesis, Super Nintendo and TurboGrafx-16,
mark on the genre, with their own devoted moving onto the 32-bit generation with the
fanbases. Some are other RPG series by Square PlayStation, Saturn, then the PlayStation 2 and
or Enix (who eventually merged in the early Dreamcast, as well as assorted portable machines
2000s), but other developers and publishers like the Game Boy and Nintendo DS. Finally we’ll
represented include Capcom, SEGA, and Sony, move onto modern games on platforms like the
as well as smaller publishers like Sting, Gust, PlayStation 4 and Nintendo Switch.
EarthBound (known
in Japan as Mother)
remains a beloved
series, thanks
to its charming
sensibilities and
goofy take on
modern Americana.
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Star Ocean
Developer: tri-Ace | Released: 1996 | Platform(s): SFC, PSP, PS4, NSW
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First Departure for
the PSP is in many
ways an improvement
over the SFC original,
though it loses many
of the aspects that
made the former
such a technical
marvel on the
16-bit platform.
at less than 20 hours in length. There’s no real original game. While it doesn’t expand the story
overworld to speak of, just paths that connect drastically, it does add in two more characters – one
major areas, and the areas feel a little small in that appeared originally as an NPC, and the other
spite of the exquisite detail they contain. But a character from later games just shoved in here.
while the main story is fairly linear, there are It also adds a proper overworld map, plus plenty of
many minor branches that determine which of voice acting and FMV cutscenes.
the game’s ten party members you can recruit. The battle system here is an unquestionable
Since you can only have up to eight in your improvement, and while the skill system isn’t
party, and you can’t dismiss anyone that you’ve drastically different, it is more refined. However,
found, it’s impossible to draft everyone by the the “modernised” visuals are missing the utterly
end-game. Some of the requirements for the gorgeous spritework of the SFC game, and the
optional characters are also pretty obscure (good rearranged music is somehow worse. As such,
luck trying to figure out how to find the catgirl it feels like it’s missing something.
Pericci without using a guide). This intentional This version was then ported to the PS4 and
obscurity has since become a hallmark of Switch in 2019, now subtitled First Departure R.
tri-Ace games, for better or worse. It’s mostly the same but changes the artwork to
The SFC Star Ocean was not released include character designs by Katsumi Enami, who
outside of Japan, though its PSP remake, subtitled also provided the artwork for Star Ocean: The
First Departure and published in 2007, reached Last Hope. The PSP version featured bright anime
English-speaking territories. The remake basically character portraits that are a little too close to those
did the first game in the style of Star Ocean: The of the Tales games of the time, but the updated
Second Story. Its field scenes are entirely 2D, using versions are much more distinctive, and also much
pre-rendered backgrounds, while the battle scenes better-looking. They also include a speed-up option
are 3D, and feature much more control than in the and one to toggle between spoken languages.
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Star Ocean: The Second Story
Developer: tri-Ace | Released: 1998 | Platform(s): PS1, PSP, PS4, PSV, GBC
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Star Ocean: Till the End of Time
Developer: tri-Ace | Released: 2003 | Platform(s): PS2
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Star Ocean: The Last Hope
Developer: tri-Ace | Released: 2009 | Platform(s): X360, PS3, PS4, WIN
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Star Ocean: Integrity and Faithlessness
Developer: tri-Ace | Released: 2016 | Platform(s): PS4
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Valkyrie Profile
Developer: tri-Ace | Released: 1999 | Platform(s): PS1, PSP, IOS, AND
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Valkyrie Profile 2: Silmeria
Developer: tri-Ace | Released: 2006 | Platform(s): PS2
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Radiata Stories
Developer: tri-Ace | Released: 2005 | Platform(s): PS2
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Infinite Undiscovery
Developer: tri-Ace | Released: 2008 | Platform(s): X360
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Resonance of Fate
Developer: tri-Ace | Released: 2010 | Platform(s): PS3, X360, PS4, WIN
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Exist Archive
Developer: tri-Ace | Released: 2015 | Platform(s): PS4, PSV
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Chrono Trigger
Developer: Square | Released: 1995 | Platform(s): SNES, PS1, DS, WIN
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While Crono’s spiky
red hair-do might be
a little too similar
to Goku’s, the rest
of Chrono Trigger’s
cast is artist Akira
Toriyama bringing
his A-game.
quest is pretty short – it can be beaten in around it’s Square at its finest, and Toriyama’s art comes
15 hours. To counteract this, Chrono Trigger through here much better than in the 16-bit
introduces the New Game+, which allows you Dragon Quest titles, particularly in the animated
to restart the game from scratch while carrying enemies. Although Final Fantasy composer
over the stats from your winning game. After Nobuo Uematsu provided some tracks, the real
a certain point in the plot, you can time travel star here is newcomer Yasunori Mitsuda, who
directly to fight Lavos, and depending where you crafted most of the music, including a particularly
are in the story, defeating him will reveal one of stirring overture. Each of the time periods calls
over a dozen different endings, making for tons for a different style of music – for the character
of replayability. themes, towns, maps, and dungeons – and it’s
While Chrono Trigger is clearly a narrative all pulled off brilliantly, crafting one of the best
blend of two of the heavy hitters of the 16-bit soundtracks of its era.
JRPG age, for the most part, it really feels more A subsequent PlayStation port added some
Final Fantasy than Dragon Quest, probably nice but unnecessary FMV cinematic segments;
owing to the fact that it was actually developed it also added an extra layer of clunkiness, with
by Square. It is progressive is many ways, as noticeable load times and worse music. A later DS
random battles are absent, and combat occurs port includes the cutscenes but fixes the technical
either when colliding with an on-screen foe issues; it also re-translates some bits in ways that
or (more regularly) at set locations in an area. are more faithful to the original Japanese but
It uses the same Active Turn Battle System as found removes some fan-favourite dialogue, like Frog’s
in most of the Final Fantasy games, but rather faux medieval speech. Both versions include
than transitioning to a separate battle screen, some extra minor plot points to tie the story more
fights take place right on the field. Since enemy closely to its follow-up, Chrono Cross.
positioning is taken into account (changing for
every encounter), area-of-effect skills can be used
to attack multiple foes at once. New to Chrono
Trigger are Double- and Triple-Techs, which are
special moves that combine the skills or magic
abilities of two or three party members. If there’s
one downside to the game, it’s that it lacks any
real character customisation, beyond hunting
for Dragon Quest-style seeds to tweak stats. And
you can only fit three characters into your party
at once. But each character has an elemental
affinity, and because of the Techs, party selection
still plays a big part in your strategy. Visually,
Fight dinosaurs
in the distant past
and monsters in
the distant future –
herein lies one of
the biggest appeals
of Chrono Trigger.
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Chrono Cross
Developer: Square | Released: 1999 | Platform(s): PS1
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The story starts
off with a low-tech
tropical setting, but
veers into science
fiction as it goes on
– it does deal with
time travel after all.
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Xenogears
Developer: Square | Released: 1998 | Platform(s): PS1
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Xenosaga
Developer: Monolith Soft | Released: 2002 | Platform(s): PS2, DS
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Xenosaga Episode II
Developer: Monolith Soft | Released: 2004 | Platform(s): PS2, DS
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Xenosaga Episode III
Developer: Monolith Soft | Released: 2006 | Platform(s): PS2
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Xenoblade Chronicles
Developer: Monolith Soft | Released: 2010 | Platform(s): WII, 3DS, NSW
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that further develops their relationship. This European release of the game. The cast put in very
affinity system also extends to NPCs within the believable performances, and certain plot points
game’s major towns. It really goes a long way are handled in a shockingly refreshing manner.
towards fleshing out these characters. It’s all accompanied by an excellent soundtrack,
The areas of the game are wide and offer blessed by the hands of multiple composers,
you plenty to find and learn. Each location feels including Yoko Shimomura, known for her work
distinct, with its own enemies, loot, and Unique on the Kingdom Hearts series. Xenoblade may
Monsters. Those are something like bosses, have had a bit of a hard time reaching North
and roam the overworld, among the normal American fans, but that did not stop it from
enemies but typically far stronger than any of becoming quite the sleeper hit at the time, and
them. Because of this, it’s not unusual for you one of the more memorable RPGs of its era.
to encounter an enemy of a much higher level A port for the New Nintendo 3DS was
than you, even in the early sections of the game. released, titled Xenoblade Chronicles 3D. This
Thankfully there is no real penalty for dying port is unsurprisingly scaled back in terms of
in battle: you simply respawn at either the its visuals, so it can fit on one 3DS cartridge.
beginning of the area or the last checkpoint. It does feature a model viewer and a music
While it might sound unbalanced, this adds a player, and is compatible with the Shulk amiibo.
certain element of strategy to navigating these While it was an acceptable mobile compromise
environments, as there is a lot to consider. when it came out, it was made redundant
Weather conditions, your party’s level, the when a remake called Xenoblade Chronicles
sounds your characters are making, and your Definitive Edition was released in 2020 for the
enemies’ fields of vision will all affect not only Nintendo Switch. This includes redone character
which enemies can appear, but how they will models and some quality-of-life enhancements,
react to you as you traverse. as well as a brand new epilogue called Xenoblade
Perhaps due to the fact that this game was Future Connected. This relatively short story
not intended for North American release, the follows Shulk, Melia, and two of Riki’s children
game features many British voice actors, with one as they explore the Bionis’ Shoulder, an area that
of the more noteworthy names among the cast was cut from the original release. It’s a nice little
being Jenna Coleman. She would go on to play story that wraps up a couple of loose ends from
Clara Oswald in Dr. Who about a year after the the main story.
The way
environments
change based
on the time of
day and weather
conditions goes a
long way towards
making each
area feel unique.
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Xenoblade Chronicles X
Developer: Monolith Soft | Released: 2015 | Platform(s): WIIU
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Xenoblade Chronicles 2
Developer: Monolith Soft | Released: 2017 | Platform(s): NSW
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Mother
Developer: Nintendo/Pax Softnica | Released: 1989 | Platform(s): FC, GBA, WIIU
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sometimes, the player runs into situations where becomes distinctly more difficult partway through,
the silliness is rampant, such as fighting with a leading to widespread advisories from experienced
bat that tries to make sense of what’s going on, players: take advantage of relevant set pieces and
only to retreat into complete confusion. Elsewhere, power up the levels, which will help offset the
there’s a bar that the player can guide their party of significant damage and excessive deaths otherwise
children into, then sit down to have a drink with a expected in your party; and use a guaranteed-
lady and proceed to get arrested. The game keeps escape power to skip combat entirely.
you on your toes, never quite able to figure out Mother was initially intended to see Western
what to expect next. publication, and a prototype of the translated
The themes of memories, melodies, and game, bearing the name EarthBound, was made,
love are strongly present throughout the game, but cancelled before seeing release. The prototype
and nothing demonstrates this better than its was auctioned off to a collector and subsequently
other major highlight: the music. While later found its way onto the internet, becoming the
entries in the series could claim to have better first playable English version; some sprites were
writing, better combat, better visuals and more censored (like the smoking crow enemies), some The bright red
memorable characters, the music of the original names were changed, and the ending was expanded packaging of the
still stands out strongly. While Mother took its upon. The Game Boy Advance port, which Mother series has
combat blueprint from of Dragon Quest, it looked comprised both this game and its sequel, included been its trademark
at the orchestrations that the original chiptunes these changes. Despite the lack of release, the since the beginning,
were based on, and ran wild. Each major track in effort taught Nintendo lessons about considering though strategy
the game has a soundtrack companion with fully international audiences during development, guide cover (above)
vocalised English lyrics, released in 1989; critical leading them to include alterations even before the gives a slightly
reception of the soundtrack included comparisons initial release in Japan. In 2015, Mother finally saw better idea of the
to the Beatles. The most recognisable example is Western release on the Wii U eShop under the name characters
“Pollyanna” sung by Catherine Warwick. “Eight EarthBound Beginnings. in the game.
Melodies”, the most narratively important track in While by no means perfect, Mother is a labour
the game, was sung by the St. Paul’s Cathedral Choir, of love that carries with it the desire to inspire, as
an organisation dating back to the 12th century. emphasised by the fact that Itoi wanted girls to
While the writing and presentation are be able to enjoy and appreciate the game just as
superb, the gameplay itself is quite rough and much as boys, and reflected this in its marketing.
unforgiving. Owing to Itoi’s inexperience and an While here in the West it’s often overshadowed by
encroaching deadline, the game features long its sequels, Mother remains a very important piece
stretches of what seem to be filler dungeons, with of history, as the game that dared to be different,
uninteresting layouts and designs made worse made by a man not from the industry. No crying
by the high encounter rate. In addition, the game until the end.
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EarthBound
Developer: Nintendo | Released: 1994 | Platform(s): SNES, GBA
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in the ’90s, such as arcades, theatres, museums, at the moment of healing. Many enemies in
cultist communes, and corporate skyscrapers. Mother explode, or emit powerful, party-wide
Later parts of the game, however, travel more damage effects, when they die, which wears
widely, including to romanticised interpretations the team down mercilessly. In EarthBound, many
of Asia, Africa and Europe, with a special guest enemies still do this, but the Rolling HP Meter
appearance by the Loch Ness Monster. makes them more survivable, while adding tension
Mechanically, EarthBound maintains its instead of tedium.
basic Dragon Quest roots, as did Mother, combat EarthBound is a far more fun and
takes place over turns in which your party approachable game, helped by using a
will queue up actions and then play them all localisation that was explicitly allowed to be as
out in sequence. New to combat, however, funny and weird as possible, in order to appeal
are several points of distinction. Enemies are to Western audiences, rather than a more
visible within the world and must make contact direct and literal translation. The game also
with Ness and crew to instigate combat, so came packaged in an enormous cardboard box,
encounters are no longer random. As you can featuring an elaborate strategy guide, and
see approaching enemies, you can now make filled with charming clay models. Despite all
surprise attacks from behind, though enemies of this work, EarthBound was considered a The minimalist cover
can do this to you, too. In addition to this, financial failure, and at least some of that has of the Japanese
should the party be sufficiently powerful, the been attributed to its bizarre “THIS GAME STINKS” Mother games
game will simply declare, “YOU WIN!” and provide scratch-and-sniff magazine advertisements, which indicates how little
the proper rewards, instead of forcing a tedious didn’t really convey what the game was about. effort was required
combat engagement. It didn’t help that audiences in the West at from Nintendo to sell
Within combat, the battle backgrounds the time didn’t quite grasp the game, and this game in Japan,
are filled with what are now iconic psychedelic neither did reviewers, who complained that it compared to the
backdrops featuring constantly-moving shapes, looked childish. Ness was available as a playable uphill battle it faced
colours, and patterns. Finally, the party has the character in Super Smash Bros., sparking in North America.
advantage of the Rolling HP Meter. Whenever curiosity as to just what EarthBound was,
a character takes damage, rather than simple and finally bringing the West’s attention to
subtraction occurring instantly, the numbers it. It was eventually re-released on the Wii U
instead tick down in real-time. Should a Virtual Console and included on the SNES Classic
combat end mid-tick, the meter stops, and mini console. Over the years it came to inspire
the character doesn’t lose all the points they many other games, which imitated its cute
were hit for. In the event a character is dealt sprites, colourful visuals, and solid music, its
fatal damage, but someone heals them before emphasis on love, and its theme of contention
it ticks down to 0 and declares them dead, they with an ever-present, lingering darkness that few
will survive with the amount they had left can perceive.
Among the
many interesting
characters you meet
in EarthBound,
few are so weirdly
charming as Mr.
Saturn, a race of
people who are
walking heads with
large noses, and talk
in a squiggly font.
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Mother 3
Developer: Nintendo/Brownie Brown | Released: 2006 | Platform(s): GBA
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Finally stepping away from its Dragon development histories, each ultimately saw initial
Quest roots, Mother 3 uses the mechanics of release both domestically in Japan and then later
EarthBound’s Rolling HP Meter, while also internationally. Mother 3, however, has achieved
introducing the Musical Combat System. Every nearly legendary status for its developmental
enemy group has a “heartbeat” that matches woes. Which, at the time of this writing,
the rhythm of the battle music. Whenever the despite a petition of 100,000 unique signatures
player instructs a character to attack, pressing requesting localisation, has yet to achieve
the button in time with this heartbeat will chain international release, with no hint of change
additional hits upon the subject. The game, on the horizon. The reasons for this are many,
however, remains well balanced, and treats this as including the game’s depictions of drug use
a bonus rather than a necessity. Sufficient options and animal cruelty. It’s also suspected that the
are provided to allow those unable or uninterested Magypsies, characters that are strongly coded
in doing so to make their way through the game at as transgender, are another reason for hesitancy
their own pace. about localisation.
However, as expected, the real draw is the In 2008, a fan-translation patch was made
writing. Mother 3 explores ideas concerning the for Mother 3, the effort headed by Clyde “Tomato”
human condition, touching on themes of love, Mandelin of Legends of Localization. This not
loss, consumerism, corruption, and the unchecked only translated the text, but also adjusted many
march of progress coupled with the unethical visual points and gags to make them consistent
treatment of both flora and fauna. The game with their original presentation in EarthBound.
covers a span of years and observes how various The scope and passion of the project are nearly
people respond as the world around them changes, as renowned as the game itself, a testament to the
some for the better, and some for the worse. These strong feelings evoked by the series.
changes fill the reader with encroaching feelings Mother 3 is one of the greatest games ever
of dread and anxiety, yet Mother 3 never fails to made and even those not particularly interested
highlight the small moments of joy and hope in JRPGs should be encouraged to experience it
that help people make it through the day and for themselves. Much like its predecessors, it has
look forward to tomorrow. Simultaneously, it done its part to inspire. While the series was a
encourages the player to do what they can, when commercial and critical success, Shigesato Itoi
they can, to make the world a better place. has expressed no interest in continuing with
The emotional maturity of the game is it, stating instead that he is more interested in
comparable to few others, with critical reception seeing what others will do, seemingly a nod of
claiming that Mother 3 is the closest video games acknowledgement to those who would carry that
have ever come to literature. While Mother inspiration into the future, and make games with
and EarthBound had their own troubled thought, depth and consideration.
Mother 3 sees
the return of
a particularly
obnoxious
character from
the second game,
though due to
some translation
differences, it
might not be
immediately
apparent.
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Phantasy Star
Developer: SEGA | Released: 1987 | Platform(s): SMS, PS2, NSW
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Phantasy Star II
Developer: SEGA | Released: 1989 | Platform(s): GEN, PS2
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Phantasy Star III
Developer: SEGA | Released: 1990 | Platform(s): GEN
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Phantasy Star IV
Developer: SEGA | Released: 1993 | Platform(s): GEN
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Heracles no Eikou (series)
Developer: Data East | Released: 1987 | Platform(s): FC, SFC, GB, DS
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It’s in the third entry, Kamigami no Chinmoku due to the enemy level scaling with your own, The rather poor
(“Silence of the Gods”), that the Heracles series and some particularly brutal boss fights. artwork for the first
really hits its stride. You control a warrior who In the fourth game, Kamigami kara no Heracles no Eikou
wakes with a seemingly immortal body but Okurimono (“Gift from the Gods”), the hero is a game appears to
absolutely no memory. Worse, earthquakes have young man in the city of Atlantis, which has fallen have been made by
begun creating holes to the underworld, creating under attack by the Greeks. During their escape, tracing over an old
chaos across the land. During his adventuring, he and his friends unwittingly open Pandora’s box, Superman comic.
you meet more immortals, who also have amnesia. unleashing terrors on the rest of the world. In the
Together, you must piece together their true roles, meantime, they fall asleep for several millennia; the
and relationships to the plagues of the land, and protagonist eventually wakes up, finding himself
discover why the gods of Olympus have seemingly without a proper body. Instead, to start off with,
abandoned humanity. you inhabit a dog, but there are about 100 NPCs
While some may grow weary of amnesiac that you can temporarily possess, each with its
heroes, as they are exceedingly common across own abilities. Each also has a fitness level, which is
all types of story, this is one of the first JRPGs improved through fighting and, at the right level,
to include this trope, and it pulls it off extremely enables them to learn new skills. Beyond combat,
well, paving the way for later, better-known other characters react to you differently – obviously
games like Bioware’s Star Wars: Knights of the they’ll treat the king differently from a mere canine.
Old Republic and Mistwalker’s Lost Odyssey. (It is amusing the way that shopkeepers admit that
There are lots of clues that might raise questions, it’s pretty weird to be selling weapons to a dog but
but once the shocking truth of the main characters they don’t really care as long as you can pay them.)
is learned, everything falls into place. As you progress through the game, you rejoin with
Fundamentally, the game still looks and Plato and Epipha, your friends from Atlantis, to
plays like Dragon Quest, but some aspects have a discover why their city was invaded, and attempt to
more unique voice, such as learning new spells by set everything right with the world.
visiting various temples around the game world. The visuals have improved over its
Since your heroes are immortal, they show off their predecessor, and the music is excellent, thanks
strength by leaping from cliffs, impressing those to composer Shogo Sakai, later of Mother 3.
with lesser constitutions. (You also regularly hop The balance is not really a problem anymore, either,
in and out of the underworld.) There’s a trust stat, though the game is a little on the short side. While
showing how much your compatriots like you, some prefer the tragic story of the third game,
which goes down if you steal stuff from people’s this scenario is still very good, and overall, this is Heracles goes
houses, and may cause them to refuse orders in probably the best entry in the series. anime with the
combat. You can also escort NPCs, who join you Data East shifted away from RPGs after the second Famicom
in combat, though they’re obviously much weaker 16-bit era, and eventually found themselves in game, a big
than the core characters. The only real downside financial difficulties in the early 2000s, leading to improvement
lies in its off-kilter difficulty, in no small part their bankruptcy. Its staff and properties went in over the first.
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different directions, with the Heracles games going it’s just very slow, particularly the spell effects, The story in
to a company called Paon. Together with Studio resulting in battles that drag on way too long. Heracles no Eikou
Saizensen (later known for Code of Princess and This was a major mark against the Japanese IV, pictured here
Sayonara Umihawa Kawase) and Nintendo, they version, though fights were sped up a bit for the with the English
resurrected the series in 2008 with a new entry, international release, including the ability to skip fan translation,
lacking a numeral but subtitled Tamashii no the touch-screen mini-games that charge up magic isn’t quite as good
Shoumei (“Proof of the Soul”). They also brought attacks. Even with this, fights are still slower than as its predecessor’s,
back Kazushige Nojima, now a freelancer, as the they should be. but it’s overall a
writer. This is the only game in the series to have But it’s not just the fighting: the overall better game.
been officially released in English. pacing is slow. The opening hours drag, especially
This final entry in the series seems to with the numerous tutorial messages. And
acknowledge that the third entry had the best story, thanks to all the extra dialogue, it feels so much
so this almost feels like a soft reboot using the slower than the 16-bit games. The actual story is
same concept. The main character wakes up with pretty good, especially once the plot twists and
no memory and a seemingly immortal body, meets revelations begin to happen, in the second half of
up with fellow adventurers in similar situations, the game, but what was progressive in the mid-’90s
and they explore their surprising and twisted isn’t quite as powerful in the late 2000s, and as a
past. It definitely maintains elements of the older result, it doesn’t have nearly the same impact.
games, including the battle yells during the fight, The backgrounds are 3D rendered, while the
party members admonishing you for stealing, and 2D sprites have a pre-rendered CG look that makes
lots of places to leap from great heights without them seem kinda mushy. Tetsuhiko Kikuchi (a.k.a.
getting harmed. Han), the graphic designer on many titles from
It also acknowledges that, as of its release in legendary developer Treasure (Gunstar Heroes,
2008, battles couldn’t just keep ripping off Dragon Guardian Heroes), worked on the character
Quest, so the perspective is changed from first- to sprites, but the low resolution makes it hard to
third-person. There are front and back rows, as see their details. The soundtrack, largely by
with the older games, but positioning plays a bigger Yoshitaka Hirota (Shadow Hearts) is decent, if not
role, offering various advantages like recharging particularly memorable.
MP if you’re in the back. There are plenty of skills In the end, the game was not terribly well
and abilities that can be activated or triggered too. received: Japanese fans professed their preference
While magic spells use MP, there’s also a pool of for the 16-bit era, while English-speaking fans just The English writing
element-related ether, shared among both friends considered it an alright RPG saddled with slow for the DS game
and foes. Available ether is needed to cast spells, pacing. This buried the series once more, though the sneaks in a clever jab
or else you’ll take damage, though you can increase fan translations of the earlier titles in the series have at Nintendo’s other
ether by beating enemies into submission. While helped spread awareness of their excellent quality Greek mythology-
a lot of work was put into the design, in reality, among hardcore JRPG fans. based series.
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Metal Max (series)
Developer: Crea-Tech | Released: 1991 | Platform(s): FC, SFC, GBA, PS2, DS, 3DS, PS4, PSV
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an ending, but only by following the game’s main additional content. There was also a Game Boy Atlus played up
plot thread will you find the final boss and be Advance port of the second game, called Metal the anime side of
rewarded with a proper finale. Max 2 Kai, though it suffers from substantial the series for the
The series also has a rather quirky sense of issues, owing to a large number of bugs. At this American release
humour, which Data East games were known for. point Data East was suffering significant financial of Metal Saga.
Since the Metal Max series is basically aimed at problems, with a planned Dreamcast game called
adolescents, it can’t be too grim, despite the fact Metal Max WILD Eyes eventually getting cancelled.
that much of human civilisation has been wiped At this point, Crea-Tech staff joined up with
out. Monsters tend to be weird anthropomorphic the developer Success and wanted to continue
biological/mechanical hybrids, many of which are the series, but due to those financial issues, it was
kind of silly, like the gas cans with legs or the hippo unable to obtain the Metal Max name. So instead,
with a gigantic cannon in its mouth. Whenever they created their own series called Metal Saga,
you die, you’re resurrected by a Dr. Frankenstein- with two entries, for the PlayStation 2 and DS in
type character named Dr. Minchi, who seems a 2005 and 2006, respectively. Make no mistake,
little too excited about experimenting on corpses. these aren’t spinoffs, and they’re basically Metal
The first game was released at the end of the Max sequels in everything but name.
Famicom’s lifespan, so it didn’t make an enormous Metal Saga: Sajin no Kusari (“Chains of
impact, but it was given another chance with a Dust”) is the PlayStation 2 game, which brings
sequel, Metal Max 2, on the Super Famicom. This the series into 3D. While this may have been
is pretty similar, but brings with it a number of necessary for the market, the low budget for the
enhancements enabled by the shift to the 16- title shows, as it’s not an attractive-looking game,
bit platform. It obviously looks better, plus the and it’s plagued by long load times and other
battle system has been tweaked to allow different technical issues. Nonetheless, it’s pretty faithful to
presentation modes – one of these has both sides the previous games. Changes include the removal
exchanging blows simultaneously after selecting of the pure turn-based system, replaced by turns
commands, which both looks cool and speeds based on your machine’s weight, and the ability to
up combat. Its music is also much improved customise your party with a number of additional
too – as the title implies, the music has a heavy characters. The open-ended structure is still there,
metal sound, something which the SNES’ guitar with even more freedom than in the older games,
samples were decent at replicating. One of the though this means that it’s also more difficult and The box art for
battle themes, used for encounters with “wanted” unbalanced. This was also the first game localised the second game
enemies in the Famicom version, has been reused into English, released by Atlus, which keeps the emphasises its
in many subsequent entries in the series. somewhat silly tone of the series. most important
But the most distinctive (and silliest) aspect The DS entry, Hagane no Kisetsu new element: your
introduced in the second game is the addition of a (“The Season of Steel”) keeps the 2D visuals but canine companion.
canine companion. Although it can’t ride vehicles, suffers from other, more severe, problems. While
it can be equipped with absolutely ridiculous matching the older game in some ways, it’s
weapons – like strapping a rocket launcher to its hamstrung by requiring stylus use for practically
back – and faithfully fights alongside your team. The everything, and by its incredibly slow character
story in this game involves hunting down the four movement and large number of bugs. Other
Grappler Kings, including the maniacal Ted Broiler, changes are frustrating, like restricting you to only
who murders the hero’s parents at the beginning one tank at a time in battle (instead you can have
of the game. He has huge lips and a mohawk, two pilots) and having a more linear structure.
is equipped with flamethrowers, and proves It ended up being something of a flop.
himself to be quite a compelling villain. You’re also The series was then rested until being
given the option of getting married to one of the revitalised in 2010, this time using the proper
female characters, though this does end the game. name and thus being dubbed Metal Max 3.
Metal Max 2 was followed up by Metal Published by Kadokawa and developed by Cattle
Max Returns, a remake of the Famicom game, Call (another company consisting of ex-Data
upgraded to 16-bit level and including some East staff), it’s faithful to the look and feel of the
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16-bit games without the issues that hindered The most recent entry in the series is Metal Screenshots from
the Metal Saga entries. The hero is an amnesiac Max Xeno, released in 2018. This is actually a Metal Max 2
resurrected by Dr. Minchi, initially called Drum soft reboot for the series, which has a remarkably Reloaded pictured
Can (since that’s the first object he sees). He different tone from that of previous entries. above left, and the
begins to explore the world as a hunter, in hopes It eliminates many of the sillier elements in cover art of Metal
of understanding his forgotten identity. As in favour of a darker, more dire world, where Max 3 (above).
Dragon Quest III, you can create various party humanity has been almost completely wiped out.
members to join your squad – in addition to the The main character joins up with a small team,
established Hunter, Mechanic, and Soldier classes, finds a tank, and begins hunting for the remnants
it introduces Nurse, Wrestler, and Artist jobs. of civilisation. They initially believe that humanity
You can also define their gender, between male, is doomed, since they’re all men (except for a
and female, and crossdresser. The visuals here female robot, who obviously can’t reproduce),
use 2D sprites on 3D backgrounds, and they look though they do quickly discover a woman whom
pretty good, with some solid animations. The they believe to be the last female alive.
character artwork is by Masaki Hirooka, known The crux of Metal Max – tank customisation
for his work on Castlevania: Order of Ecclesia and and bounty hunting – is still in place, but it feels
Advance Wars: Days of Ruins. very stripped back. The previous games had
This was followed up with Metal Max 2: standard RPG towns to visit, whereas this game
Reloaded, a remake of the second game using the is almost completely desolate outside of the
new engine from the third. Though there are many main base. While this evokes a grim atmosphere,
other tweaks and additions, the biggest is that it also means that you spend most of your time
you can customise the protagonist, as you could just driving around wastelands. And although
the secondary characters from the third game, the colour scheme is actually quite pretty for
allowing you to choose your gender and class. a post-apocalyptic environment – green skies
It also allows subclasses for characters, creating during the day, red in the evening – the rest has
hybrids. Altogether, it’s an excellent remake. a low-budget look and feel. Everything else –
A fourth game was released for the 3DS, customisable characters, tank-building elements,
subtitled Gekkou no Diva (“Diva of Moonlight”), dungeon variety – are also scaled back or missing.
this time moving the series fully into 3D and And without its sense of humour, it feels like
adding in voice acting. In addition to player- a large chunk of its personality is gone – there
created characters, with two new classes, Rider isn’t a single dog to recruit anywhere! This game
and Dancer, there are plenty of story characters, was localised into English by Nippon Ichi, and while
plus you can recruit bears along with dogs. it’s not bad, it’s hardly representative of the
It also has a significant amount of DLC. Despite series’ quality. A revamped version called
the fairly high quality of these DS and 3DS entries, Metal Max Xeno: Reborn, released in 2020,
none of them were picked up for localisation, makes many tweaks, including the return of the
which is a huge shame. dogs, thankfully.
Metal Max
Xeno isn’t really
representative
of the best of
this series, so it’s
unfortunate that
this, rather than
the superior DS
and 3DS entries,
was localised.
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Tengai Makyou (series)
Developer: Hudson/Red Entertainment | Released: 1989 | Platform(s): PCECD, SFC, SAT, PSP and more
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in the 16-bit CD era) and some NPCs have portraits, a fire breathing giant who’s over a thousand years Tengai Makyou II:
which make them a little more individual. A few old, and Kinu, a half-demon, half-human who Manjimaru includes
tracks were provided by legendary composer travels with a big fluffy dog. But the breakout an extensive opening
Ryuichi Sakamoto, which are played as redbook character is Kabuki Danjuurou, a loud and arrogant cinematic sequence,
audio, though the majority of the soundtrack is ladies’ man, who is almost comically immoral in which introduces the
played via PSG and is rather unimpressive. spite of technically being a good guy. The story powers of its four
The other main benefit of the CD-ROM is gets quite a bit sillier, but there’s also quite a bit main cast members.
purely storage space. PC Engine HuCards generally of violence and adult humour that are somewhat
had a storage limit of a paltry four megabits, uncharacteristic of early ’90s JRPGs. It sure is
greatly limiting what they could do. In advertising funny, though some of it had to be toned down for
the game, Hudson promised that it was 520 times subsequent re-releases, to avoid any problems with
the size of Dragon Quest III, and featured over CERO, Japan’s age rating organisation.
3,000 characters (most of which were generic The improvement due to the extra RAM can
NPCs, of course, but it’s still impressive). Thus, be immediately seen in the introduction, which is
the script was no longer constrained by ROM size, much more vividly animated than anything in the
making for a larger, richer game. On the downside, first game. The main selling point was that there
there is quite a bit of loading, at least on standard would be some kind of cutscene every 30 minutes
consoles, though all emulated versions are sped of play, with an estimated 70 hours to finish
up considerably. However, none of this changes the game. The in-game graphics have improved
the fact that it’s still a fairly typical Dragon Quest subtly, to the point where the characters now look
clone: it’s just a technologically advanced one with like they come from a 16-bit Final Fantasy game
a more unique theme. rather than a Dragon Quest one. Regular battles
Technology moves at a rapid pace, and are still pretty basic-looking, and take place on a
soon the 64 kb RAM expansion provided with black background (to reduce the need for constant
the original PC Engine CD-ROM system was not loading). But the boss battles are particularly
enough. Just a few years after its introduction, the impressive, as each sprite takes up half the
Super CD-ROM System Card was introduced, with screen and is actually animated, unlike those in
extra RAM totalling 256 kb. Again, NEC needed regular fights. The main themes were composed
something to help sell gamers on shelling out the by Joe Hisaishi, mostly known for his Ghibli film
extra money to upgrade, and of course, one of the work, and his tracks are excellent, though as in
big names was the second Tengai Makyou game, its predecessor, most tracks are played via PSG.
again subtitled for the protagonist, Manjimaru. This all comes together to create a game that’s
The evil Root Clan seeks to take over Jipang, regarded by Japanese fans as the best of the series.
this time wielding the power of plants, including The game saw a 3D remake for the PlayStation 2
a particularly vicious life-sucking orchid called the and GameCube, though it’s rather ugly and load
Dark Ran. The hero, part of the same Fire Tribe times are long. A better conversion was released
as Ziria, sets off to find companions and save the for the DS, which includes the ability to charge up
kingdom. Other party members include Gokuraku, your attacks with the touch screen.
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After this, in 1993, Hudson decided to create (though what’s present still looks pretty good) and
a spinoff subtitled Fuuun Kabukiden (“A Turbulent no digitised speech. Though the soundtrack is no
Kabuki Story”), naturally starring Kabuki. longer orchestrated, the music here is still fairly
The game begins in Kyoto; the women of the decent. The ROM size is fairly large, at 40 megabits,
city have been whisked away by a splinter cell of though it also includes a decompression chip (as
the Daimon Cult. However, Kabuki’s adventures did Enix’s Star Ocean) to allow more data to fit
eventually send him right around the world, to onto the cartridge. The in-game visual style has
London, England. Amusingly, the interface also changed: in most areas, the characters have more
changes when you travel – while in Japan, stats realistic proportions, à la Chrono Trigger, though
are displayed with Japanese kanji, while they the chibi sprites are maintained for the overworld.
change to English text later on. While the rest of The battle system has changed slightly, now
the main cast is new, characters from both Ziria viewed from an over-the-shoulder perspective, à la
and Manjimaru also make appearances. Given Phantasy Star II and IV, so you can see your party
Kabuki’s profession as a stage actor, there’s also a members attacking.
number of vocal songs. Gameplay-wise, it’s mostly The big gimmick of Tengai Makyou Zero
the same as before, though fights are viewed from is the PLGS (Personal Live Game System), as the
a side-on perspective, making it look even more cartridge also has a built-in clock that functions
like Final Fantasy. as a calendar. There are special events in various
While Hudson was still hard at work on a areas depending on the year and day, particularly
proper sequel, it also created a side story called on holidays; it also requests the player’s birthday
Tengai Makyou Zero, released in 1995 for the and gives them a customised celebration when
Super Famicom. By this point, the PC Engine was it comes around. The downside here is that this
losing steam, and the developers wanted to expose drains the battery more quickly than usual, so
the series to a wider audience – after all, Tengai most cartridges need to have them replaced, plus
Makyou was popular, but it wasn’t nearly as big the Japanese holiday schedule was changed, so Many Super
as either Dragon Quest or Final Fantasy. As with events don’t line up after the beginning of the 21st Famicom versions
many franchises that moved from CD platforms to century. None of these are issues when playing of CD games ended
ROM cartridges, a number of compromises had to on an emulator, since the clock can be tweaked up being substantial
be made, but the end result is still pretty good. manually, but there’s no way to manually adjust downgrades, but
The story takes place in a different era from the clock without restarting your saved game. while Tengai Makyou
that in the previous games, far in the past, when Plus, it’s possible to miss events if you can’t play Zero is missing the
Jipang was divided up into six nations, united by on a certain day, then you must wait weeks or even fancy cutscenes
the leader of the Dragon Kingdom. However, the months until these events come back around. and voices, it’s still
devious Ninigi has been resurrected, and it’s up to For the most part, the game plays similarly no cheap spinoff,
Higan, hero of fire, to destroy him. The story and to the others, though characters learn new skills offering interesting
humour is in keeping with previous games, but in different ways (Higan needs to hunt down gimmicks and high-
being on a cartridge, there are far fewer cutscenes and challenge hermits, his pal Subrau must find quality visuals.
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If there’s one
Tengai Makyou
game that
should’ve been
localised, it’s The
Apocalypse IV,
which includes
a hilariously
warped view of
the United States.
treasure chests hidden in each country, etc.) The series continued on the Saturn with
To tie in with the PLGS, you can also hatch eggs and Tengai Makyou: Daiyon no Mokushiroku (“The
breed pets, which act as summon spells in combat. Fourth Apocalypse”). There’s a roman numeral
There’s also a fairly elaborate sub-quest in which IV on the title so it kind of acknowledges that
you can visit tea houses and attempt to romance there had been a lost third game. This entry shifts
the women that reside there, by showering them the setting away from Japan to North America,
with gifts (up to and including buying them a starring a young man named Rizing, a member of
house). You can get some good items this way, the Fire Tribe, like Ziria and Majimaru before him.
though it is a little time consuming, plus it’s a Beginning in Alaska, the game eventually moves
little weird considering that Higan is a 12-year-old southward, visiting towns like Seattle, Chicago,
kid hitting on adult women. Overall, the game’s an and New York City, and even spend a little bit of
interesting bit of technology, though the story and time in Mexico. Along the way, you’ll meet Yuuno,
characters don’t really live up to those in the PC a Native American woman; Zengou, an immigrant
Engine games, and outside of its novelty, it fails to from Jipang who desperately wishes he was a
stand out in the SFC RPG crowd. samurai, but is actually just a butcher; Ace, a
By this point, the third Tengai Makyou game, cowboy gunslinger who’s a relative of the earlier
subtitled Namida, was in development for NEC’s hero Kabuki; Bob, a Jamaican bobsledder; and
PC-FX, the 32-bit successor to the PC Engine. Kamon, an evil robot who turns good.
Unfortunately, the system was performing very Much like that of Japan in the PC Engine
poorly against competitors, and support was Tengai Makyou games, this game world’s North
dropped for the system in 1997, which led to the American history and geography bear only
cancellation of the game. Very little of it has ever passing resemblances to the real thing. Alaska,
been made public, outside of some artwork, so it’s for example, is an island, Rizing crosses the
questionable how far development had actually ocean with the help of an enormous buffalo
progressed. Hudson later used the name and basic god, and Seattle and Portland are transplanted
concept for a 2005 PlayStation 2 game, though from their real-life locations to the state of
it’s quite different from the original scenario by Montana. Indeed, part of the appeal of this game
Shoji Masuda, which was adapted into a series of is seeing these JRPG interpretations of US cities,
novels called Haruka Tenkuu no Yamataikoku and areas like Carlsbad Caverns represented
and Haruka Enten no Yamataikoku. as dungeons. It’s also a mishmash of standard
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Oriental Blue was
a reboot of the
Tengai Makyou
concept, but
unfortunately it
wasn’t much of
a success.
role-playing magic (Native Americans have the The next entry, Oriental Blue: Ao no Tengai
ability to teleport around the country, for example) for the Game Boy Advance, released in 2003, is
and anachronisms (there are cars, tanks, robots, something of a soft reboot. The game still starts
gigantic mechas, and televisions, to name a few off in ancient Japan (and even leaves the country
items that didn’t exist in the early 20th century). to visit other areas of East Asia), but the style and
The bosses are just as ridiculous as before too: tone are drastically different from those of previous
Candy is a young starlet whose siren calls cause games, abandoning the bright anime character
young people to join her; Ron Terry is an evil designs for a more serious look. The first-person
Hollywood producer who uses the power of film battle system of the first two PC Engine titles is
to draw innocent wannabe actors and actresses retained, but otherwise you probably couldn’t tell
into the cult’s grasp; Madam Appetit is a large pig- it’s a part of the same series.
woman who leads a gang known as the Debu (“Fat”) The game opens with you choosing a
Rangers, and whose goal is to make everyone in male or female protagonist, who begins to have
southwest America obese, and then turning them visions in which a girl warns of monsters
into food; and TV Man is a man with a television that must be stopped. Oriental Blue features
for a head, who brainwashes the citizens of Atlanta what developers call a “free scenario system”,
with propaganda. whereby the storyline can be influenced by your
While the 2D sprite-based visuals actions – in addition to a plethora of sub-quests,
used throughout are high quality, it’s really the plot can change depending on whether you
the battle scenes that are most impressive. defeat certain bosses, and different characters
The enemies here take up almost the entire (over ten in total) can join you, depending on your
screen, looking almost like a real anime battle. The main character. While the somewhat non-linear
animation is a little limited, and you can only fight system is a great idea, it still goes at the molasses
a few enemies at once, but the effect is incredibly pace of the older games, without maintaining
cool-looking. It’s a shame so many 32-bit era much of the old goofy joy. The game was meant to
RPGs went for 3D over quality 2D like this. There be the start of a new trilogy, but it was a flop, and
are plenty of anime cutscenes too, many used for subsequent games were cancelled.
dramatic emphasis during boss fights. In the PlayStation 2 era, Hudson decided
Beyond the initial Saturn release, Daiyon no to revive the series by looking back at its
Mokushiroku was ported to the PSP, which alters infamously cancelled PC-FX game Tengai
the proportions to make use of the system’s 16:9 Makyou III: Namida and attempting to revive Tengai Makyou is
screen, and makes a few small minor additions it. The hero is Namida, a young man with one of the many
and changes. This would’ve been a good time to amnesia who washed ashore near a small village RPGs that just
introduce the series to English speakers, especially when he was a little boy. When evil demons couldn’t evolve with
since they’d be more likely to understand the – known as Ami – kidnap his friend Ichiyo the times, as the
themes and settings than any of the ones set in and destroy their town, it’s up to him to save her. subpar PlayStation 2
Jipang, but, unfortunately, it was not meant to be. Naturally, Namida has “great power”, and after entry attests.
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rescuing his friend, he sets off on a journey to free The visuals are entirely 3D, though given that Gaijinworks
Jipang from the evil demon leader. the game came out very early in the system’s life, began localisation
The battle system has been given a huge it looks quite basic. The battle system uses a third- production on the
overhaul, ditching the old-fashioned first-person person perspective, and allows you to summon Ziria remake for the
combat. While most RPGs have you fighting each character’s respective animal (Ziria has a Xbox 360, though
three, maybe four bad guys at a time, Namida toad, Tsunade a slug, and Orochimaru a snake). it ended up falling
routinely tosses around between ten and thirty It also has a number of brand new HD anime though. Going by
foes. Each attack by your character can knock cutscenes. It’s one of the few Japanese Xbox 360 the poor visuals, it’s
out as many as a dozen enemies, so combat games unreleased in North America and it’s easy unlikely it would have
moves quickly, and it’s pretty cool to see your to see why – it was mostly meant as a way to hit impressed anyone.
characters plow through rows of enemies like the nostalgia buttons of Japanese gamers, giving
a bowling ball, sending them flying aside. Each them something familiar in a new context and
character has a certain number of attacks per with more modern mechanics, but on its own
round, and can switch between regular attacks terms, it’s just a rather basic RPG with relatively
and special abilities. poor graphics.
The biggest problem, unfortunately, is There were a handful of spinoffs as well.
the load times. Every time you change screen Tengai Makyou Shinden is a 2D fighting game for
(including entering and exiting houses in towns), the NEOGEO, which is basically SNK’s Samurai
you’re greeted by a load time of between three and Shodown but using characters from Tengai
seven seconds. This would be tolerable if the game Makyou Ziria and Manjimaru. This is actually the
was worthwhile, but while the overall product only piece of Tengai Makyou output that made it
isn’t bad, it’s really missing a lot of the pizzazz outside of Japan, where it was known as Far East
and humour of the older games, and the new low- of Eden: Kabuki Klash. Kabuki Ittouryoudan is
budget 3D visuals just don’t have nearly the same another 2D fighter for the PC Engine Arcade Card.
charm as the old 2D artwork. It isn’t quite a sequel to Kabuki Klash – rather than
This spelled the end of the main Tengai aping Samurai Shodown, it more closely mimics
Makyou series, though Hudson did go back to it Street Fighter II, right up to utilising the six button
with a remake of the first game for the Xbox 360, pad. And Tengai Makyou: Dennou Karakuri
called Tengai Makyou Ziria: Harukanaru Jipang Kakutouden is a “full motion video fighting game”
(“A Far Away Jipang”). Released only in Japan, for the PC-FX – which essentially means you push
around the platform’s launch, it’s actually based buttons and watch footage of your character doing Kabuki Klash is
on an earlier draft of the story from before Shoji some special moves. a solid fighter, if
Masuda was involved, so while the characters Tengai Makyou’s golden age was in the 16-bit rather unoriginal,
and basic premise are the same, the actual events era – despite the quality of the Saturn game, it saw but at least it gives
are quite different. So as a remake, it’s indeed its greatest successes on the PC Engine and will English speakers an
quite liberal with the source material. Probably forever be associated with it. It’s unfortunate that it introduction to the
the biggest change is that Ziria, who was mostly was connected to a system with minimal presence main casts of the
a silent protagonist before, is now a much more outside of Japan, because it’s a delightfully lively PC Engine Tengai
active personality. series that remains largely inaccessible to this day. Makyou games.
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The Final Fantasy Legend
Developer: Square | Released: 1989 | Platform(s): GB, MOB, WSC
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Final Fantasy Legend II
Developer: Square | Released: 1990 | Platform(s): GB, DS
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Final Fantasy Legend III
Developer: Square | Released: 1991 | Platform(s): GB, DS
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Romancing SaGa
Developer: Square | Released: 1992 | Platform(s): SFC, WSC, PS2
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Romancing SaGa 2
Developer: Square | Released: 1993 | Platform(s): SFC, IOS, AND, PSV, PS4, WIN, XB1, NSW
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Romancing SaGa 3
Developer: Square | Released: 1995 | Platform(s): SFC, PSV, PS4, WIN, XB1, NSW, IOS, AND
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SaGa Frontier
Developer: Square | Released: 1997 | Platform(s): PS1
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SaGa Frontier II
Developer: Square | Released: 1999 | Platform(s): PS1
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Unlimited Saga
Developer: Square Enix | Released: 2002 | Platform(s): PS2
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SaGa: Scarlet Grace
Developer: Square Enix | Released: 2016 | Platform(s): PSV, PS4, NSW, WIN
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Lufia and the Fortress of Doom
Developer: Neverland | Released: 1993 | Platform(s): SNES
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Lufia II: Rise of the Sinistrals
Developer: Neverland | Released: 1995 | Platform(s): SNES
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Lufia: Curse of the Sinistrals
Developer: Neverland | Released: 2010 | Platform(s): DS
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Lufia: The Legend Returns
Developer: Neverland | Released: 2001 | Platform(s): GBC
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Lunar: The Silver Star
Developer: Game Arts/Studio Alex | Released: 1992 | Platform(s): SCD, SAT, PS1, PSP, GBA
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Grindery, a mechanical castle with treads that can There are actually four completely different The 32-bit remakes
destroy nearly anything just by rolling over it. versions of Lunar. The initial SEGA CD version is change so many
The battle system initially seems like Final subtitled The Silver Star. The 32-bit versions, released aspects, both for
Fantasy’s, with characters on the right side of the on the PlayStation and Saturn, are both called Silver the better and the
screen and enemies on the left. But it’s actually Star Story, and have completely different graphics, worse, that makes
a little more complex, since the field is actually complete with anime FMV, as well a new soundtrack it hard to pin down
divided into invisible hexagons. Each character can by Noriyuki Iwadare, one of the composers of a definitive version.
move a certain number of spaces, and act a certain the SEGA CD game. There are many substantial
number of times. This means slower characters changes, particularly to the story, with the main
might waste a turn trying to get to a foe on the difference being that Luna stays with the party for
opposite side of the field, while a faster one might quite a while, whereas she leaves the adventure fairly
be able to attack a nearby enemy twice or more. early on in the original version. Random battles are
The Lunar series began as a joint project also replaced with visible encounters, plus there is
between two companies: Studio Alex and Game level scaling for boss battles.
Arts. Studio Alex was a production company The Game Boy Advance version is called Lunar
started by Kazunari Tomi, a developer who had Legend, but being a portable cartridge game, it’s
previously created the Mugen no Shinzou PC RPG missing the cinematic elements and voice acting,
series in the mid-’80s while working at XtalSoft, it condenses certain plot elements, and it has a
before moving onto a brief stint at Falcom to weak translation. The PlayStation Portable version,
work on Star Trader and Dinosaur. Game Arts Silver Star Harmony, has completely redone sprites
was previously known mostly for PC titles like and maps that are significantly smaller than before,
the mecha action game Thexder and the space though the constant loading when switching
shoot-’em-up Silpheed, but had begun to dabble screens and the dreadfully slow battle system ruin
in console development with the NES RPG Faria the pacing. The translation is still good, redone by
and the Genesis action game Alisia Dragoon. The XSeed. Opinions differ as to whether the original
character designs were provided by Toshiyuki SEGA CD or its 32-bit remakes are superior, since
Kubooka, the animation director of works like they’re so drastically different, but either of these
Nadia: The Secret of Blue Water. beat the portable releases.
The arresting
character designs
play a big part in
Lunar’s appeal.
Pictured far and
middle left are shots
from the SEGA CD
opening; on the right
is a dialogue portrait
of Luna from the
PSP version.
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Lunar: Eternal Blue
Developer: Game Arts/Studio Alex | Released: 1994 | Platform(s): SCD, SAT, PS1
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Mahou Gakuen Lunar
Developer: Game Arts/Studio Alex | Released: 1996 | Platform(s): GG, SAT
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Breath of Fire
Developer: Capcom | Released: 1993 | Platform(s): SNES, GBA
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Breath of Fire II
Developer: Capcom | Released: 1994 | Platform(s): SNES, GBA
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Breath of Fire III
Developer: Capcom | Released: 1997 | Platform(s): PS1, PSP
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Breath of Fire IV
Developer: Capcom | Released: 2000 | Platform(s): PS1, WIN
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Breath of Fire: Dragon Quarter
Developer: Capcom | Released: 2002 | Platform(s): PS2
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Super Mario RPG: Legend of the Seven Stars
Developer: Nintendo/Square | Released: 1996 | Platform(s): SNES
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Paper Mario
Developer: Intelligent Systems | Released: 2000 | Platform(s): N64
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Paper Mario: The Thousand-Year Door
Developer: Intelligent Systems | Released: 2004 | Platform(s): GC
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Mario & Luigi (series)
Developer: AlphaDream | Released: 2003 | Platform(s): GBA, DS, 3DS
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It’s considered the best game in the series happen. It’s worth noting that this one came out two Partners in Time
by most fans, and sees the return of both Fawful years after the last game, which hadn’t happened creates some time
and the goofier writing style. This also marked since Partners in Time’s release, suggesting both of travel shenanigans
Bowser’s increasing importance in the franchise, these games were rushed through development. by pairing the
as he ended up becoming a central villain in the No original title for this series has come out brothers up with
next two games, instead of a throwaway joke. It’s since, but Superstar Saga and Bowser’s Inside their infant selves.
yet another game that shows off the wildly creative Story each received 3DS remakes, in 2017 and
ideas the DS was able to turn into reality, and is 2019, respectively, each and using an additional
easily one of the system’s best games. mode focused on minion side stories with new
Dream Team on the 3DS continued this unique mechanics. It’s a great series overall – even
inventive streak, giving Luigi a starring role, as the weakest entries have great comedic scripts and
you spend a large chunk of the game exploring fun base mechanics.
his dreams and fighting with an army of Luigis, The Mario & Luigi games were preceded by
using the 3DS’ tilt controls, which allows for more a Japan-only GBA RPG from AlphaDream, called
inventive action commands. The puzzles are also Tomato Adventure. In this world, there is a land
pretty amusing, making use of the dream Luigis in called the Ketchup Kingdom. However, those who
fun ways. Dream Team came out during Nintendo’s don’t like tomatoes are forced to live on the outskirts,
much hyped Year of Luigi promotion, and this in a place called Cobore Village, until they change
is probably the most interesting of the titles that their mind. The hero, a boy named DeMille, is one of
ran with the idea. It also helps that the overlooked these outcasts. However, when his girlfriend Patharan
plumber got the spotlight for once, after being the is kidnapped by King Abira, he must journey through
butt of everyone’s jokes in every previous game. the land, and face off against the six Super Kids. The
The last original game in the series is Paper battle system is based around gimmicks, with each
Jam for the 3DS, a crossover with the Paper Mario piece of equipment requiring some kind of action
series, which feels like a missed opportunity. Very few (hitting a timing bar, mashing buttons, etc.) in
original characters from either franchise made an order to do extra damage. It’s a bit simple, but it’s all
appearance, the Paper Mario cameos being limited incredibly goofy, in both its dialogue and visual style.
to characters who appeared in the forgettable Sticker Both the silly storyline and the reflex-based
Star, and little is added mechanically to the base battle system were carried forward to the Mario Tomato Adventure
Mario & Luigi formula beyond some basic paper & Luigi games. One of the key links between all is sort of a prototype
transformations, used mainly for puzzles. It got of these titles is Chihiro Fujioka, who began his for Mario & Luigi,
some of the most mixed reviews, not really satisfying career as a composer for XtalSoft, working on having been
fans of either franchise. Out of the whole RPG games like Lizard. He eventually joined Square, developed by the
crossover between two very funny universes defined where he ended up co-directing Super Mario RPG; same company,
by large personalities, only Bowser really got any love. later, he left and joined AlphaDream, where he and also being
It should have been made right after Thousand-Year directed Tomato Adventure, and designed several a co-production
Door, or even Paper Mario, but sadly that didn’t Mario & Luigi titles. with Nintendo.
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Grandia
Developer: Game Arts | Released: 1997 | Platform(s): SAT, PS1, WIN, NSW
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Justin and
Feena are a cute
romantic couple,
and provide a
more interesting
dynamic than
the (largely mute)
Alex and Luna
do in Lunar:
The Silver Star.
As a result, each time you pick a command, though, it’s still a solid port. What’s missing is the
you have to weigh your decision, be mindful of the Digital Museum, a fan disc only released for the
speed and range of your attack, and take some Saturn, which includes plenty of supplementary
risks at every turn. Depending on circumstances, materials, as well as some exclusive dungeons.
it is possible to emerge from battle completely Subsequent Grandia games go the Final
unscathed, which rewards you with additional Fantasy route by changing up the setting and
experience and a special victory theme. The characters in each game, with the exception of
shaky camera adds to the chaos, zooming around the Game Boy Color spinoff, subtitled Parallel
the battlefield and focusing on the most brutal Trippers. Aimed at children, it stars three kids
attacks. Crushing sound effects accompany from Japan, who get sucked into the world of
every blow, and slain enemies explode in a mess Grandia, and adventure alongside Justin, Feena,
of coins and shattered polygons. Altogether, and Sue. Visually, it more closely resembles 8-bit
it’s quite enthralling, definitely an achievement RPGs like Dragon Quest, though it tries its best
considering that you’re still just picking selections to replicate the flow of the battle system in its
from menus. bigger brother, if not exactly its intensity. It does
Before its international release, Grandia feature some puzzle-based dungeons though, as
was presented as the SEGA Saturn counterpart you’re allowed to leap up and around obstacles,
to Sony’s behemoth, Final Fantasy VII on the plus there are tons of playable characters.
PlayStation. This was a hugely unfair comparison,
because not only are they very different games,
Grandia’s budget was substantially smaller.
It uses two CDs, but the CGI cutscenes aren’t
particularly impressive. What it does offer over
its competition is some fully orchestrated music
(only a handful of tracks), plenty of voice acting,
and a more charming, much more comprehensible
(though more typical) storyline.
Grandia was ported to the PlayStation, on
which it was released in English. This version
sacrifices some texture detail and other effects
only possible on the Saturn, plus it inherits that
version’s sluggish technical performance. Overall,
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Grandia II
Developer: Game Arts | Released: 2000 | Platform(s): DC, PS2, WIN, NSW
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Grandia Xtreme
Developer: Game Arts | Released: 2002 | Platform(s): PS2
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Grandia III
Developer: Game Arts | Released: 2005 | Platform(s): PS2
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Wild Arms / Wild Arms: Alter Code F
Developer: Media.Vision | Released: 1996 | Platform(s): PS1, PS2
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Wild Arms 2
Developer: Media.Vision | Released: 2000 | Platform(s): PS1
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Wild Arms 3
Developer: Media.Vision | Released: 2002 | Platform(s): PS2
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Wild Arms 4
Developer: Media.Vision | Released: 2005 | Platform(s): PS2
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Wild Arms 5
Developer: Media.Vision | Released: 2006 | Platform(s): PS2
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Suikoden
Developer: Konami | Released: 1995 | Platform(s): PS1, SAT, PSP
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Suikoden II
Developer: Konami | Released: 1998 | Platform(s): PS1, PSP
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Suikoden III
Developer: Konami | Released: 2002 | Platform(s): PS2
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Suikoden IV
Developer: Konami | Released: 2004 | Platform(s): PS2
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Suikoden V
Developer: Konami | Released: 2006 | Platform(s): PS2
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Suikoden Tierkreis
Developer: Konami | Released: 2008 | Platform(s): DS
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Koudelka
Developer: Sacnoth | Released: 1999 | Platform(s): PS1
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Shadow Hearts
Developer: Sacnoth | Released: 2001 | Platform(s): PS2
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Shadow Hearts: Covenant
Developer: Nautilus | Released: 2003 | Platform(s): PS2
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Shadow Hearts: From the New World
Developer: Nautilus | Released: 2005 | Platform(s): PS2
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Atelier (series)
Developer: Gust | Released: 1997 | Platform(s): PS1, PS2, DS, PS3, PS4, PSV, WIN, NSW
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Another main feature of the Atelier games and Culus: Atelier Lilie Another Story, Marie & Atelier Marie
is time management. Until Atelier Sophie, players Elie: Two People’s Atelier, and Atelier Marie, Elie, and Elie were
had to complete Assignments (generally creating & Anis: Message on a Gentle Breeze. There was both ported to
items) before the deadline, or risk a bad ending, also the mobile spinoff Atelier Marie & Elie: The the PlayStation 2,
or even game over. Assignments become more Alchemist of Salburg, which let players become a pictured here with
difficult as the game progresses, so while early student at the same alchemy academy in Salburg. an English fan
jobs are remarkably easy, Assignments at the After the Salburg trilogy wrapped up, Gust translation.
end of the game are challenges that require rare continued with the Gramnad saga, which only
and high-quality ingredients. Generally, someone consists of two titles. Atelier Judie: The Alchemist
who grasps each Atelier game’s mechanics will of Gramnad stars Judie, who was flung 200 years
be able to complete the game with ease, but the into the future when an alchemy experiment went
constant pressure of deadlines and the intricacies wrong. Atelier Judie is also the first Atelier title to
of making the best items can trip up new players move away from the time management mechanic.
as they learn what works and what doesn’t. Atelier Viorate: The Alchemist of Gramnad 2
The main Atelier titles can be split into seven (sometimes romanised as Atelier Violet) tasks
sub-series, based on the country or world they players with making a popular store with the
take place in. Most of these are trilogies, with a assistance of alchemy, which makes it a bit
few exceptions. The Arland saga has four titles, different from the Salburg titles, but it still retains
while the Gramnad and Mana sagas only have two most of the Atelier formula.
titles. On top of this, the Atelier series has multiple The Iris trilogy of Atelier games were the
spinoff titles, some based on the main series, first set of Atelier games to be released in English.
others featuring brand-new worlds and characters. This is also one of the trilogies that departs
The first trilogy of Atelier titles is labelled from a lot of the Atelier norms by taking a more
the Salburg trilogy, and consists of Atelier average, fantasy-RPG approach. More emphasis is
Marie: The Alchemist of Salburg, Atelier Ellie: placed on big, evil threats trying to ruin the world
The Alchemist of Salburg 2, and Atelier Lilie: than on a girl just trying to graduate or build a
The Alchemist of Salburg 3. A lot of the series successful atelier.
precedents are set here, including the long- Atelier Iris: Eternal Mana is also the first
standing time management elements, the Atelier game that stars a male protagonist, and
emphasis on growing friendships, and the one of only two games to do so. Atelier Iris 2: The
overall Atelier trilogy formula. The first two Azoth of Destiny is a prequel to Eternal Mana, and
Salburg titles were released on the PlayStation, the first game in the series to star two protagonists: For the PlayStation 3,
while Atelier Lilie was the first of many Atelier Felt and Viese. Atelier Iris 3: Grand Phantasm is Gust upgraded the
titles to come out on the PlayStation 2. loosely based on the other titles, but doesn’t have visual style using
It wasn’t released in English, but the Salburg a clear place in the trilogy’s timeline. illustrations by
saga is particularly popular in Japan, and the The Mana Khemia series may drop the Atelier Mel Kishida, who
three main titles have gotten comic and novel name, but these two titles are mainline Atelier provided exceptional
adaptations, plenty of ports, and more. Salburg games regardless. Mana Khemia: Alchemists of artwork for the
was also the basis for three spinoff titles – Hermina Al-Revis and Mana Khemia 2: Fall of Alchemy heroines.
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The Atelier games
are filled with
attractive character
artwork, though
indeed, a good
amount of time is
spent in menus,
combining and
creating items.
take more cues from the Iris trilogy than previous study alchemy hope to learn how to revitalise the
games: these titles bring back mechanics from land. The Dusk trilogy is also a bit of a turning
previous entries, such as time management (in the point for the series, as Gust began updating some
form of school semesters). Mana Khemia is the of the mechanics.
only other mainline Atelier title to feature a male Atelier Ayesha: The Alchemist of Dusk
protagonist, and Mana Khemia 2 is a direct sequel is the most like the earlier Atelier games, with
to the first. time management and exploration at the
When the Atelier series made the jump to the forefront, as Ayesha tries to find her missing
PlayStation 3, Gust decided to take the series back sister. Atelier Escha & Logy: Alchemists of the
to its roots. The Arland titles return to the slice- Dusk Sky returns to the dual protagonist setup,
of-life stories, emphasis on characters rather than not seen since Mana Khemia 2. While Escha
the world, and Assignments with time limits. Of & Logy also has a time management aspect,
the three original Arland games, Atelier Rorona: the title is known for having some of the most
The Alchemist of Arland is the most like the lenient deadlines in the series. Atelier Shallie:
Salburg and Gramnad titles. Atelier Totori: The Alchemists of the Dusk Sea gets rid of time
Adventurer of Arland expands on the exploration management altogether, in favour of a Life Task
options a bit, although it’s still very much about system for progression, which is the framework
alchemy. Atelier Meruru: The Apprentice of for most of the subsequent Atelier games.
Arland has players building up the small country For Atelier’s jump to the PlayStation 4,
of Arls with alchemy. Gust continued to tinker with the formula,
In 2018, Gust decided to make a fourth in the Mysterious saga. Atelier Sophie: The
game in the Arland saga with Atelier Lulua: The Alchemist of the Mysterious Book keeps
Scion of Arland. Taking place several years after most of the Atelier Shallie formula, other
the events of the original Arland trilogy, this title than going back to one protagonist, but adds
stars Rorona’s adoptive daughter as she follows day/night and weather systems, which affect
in her mother’s footsteps and learns more about the enemies and items you see. Atelier Firis:
the secrets of Arland. Atelier Lulua also takes The Alchemist and the Mysterious Journey
advantage of some of the mechanics developed for actually reintroduces time management, and
later sagas, and ditches the time limits in favour of also features an open world to explore, a first for
a system that unlocks new recipes and progresses the Atelier series.
the story based on completing objectives in a It unfortunately didn’t stick, however,
magical alchemy book. as Atelier Lydie & Suelle: The Alchemists and
Finally, the Arland titles inspired the mobile the Mysterious Painting returned to the same The Atelier Iris trilogy
title Atelier Questboard, which took its locations formula as Atelier Shallie and Atelier Sophie. for the PlayStation 2
and characters mainly from Atelier Rorona. This third title of the trilogy returns to the basics was the first to be
After the Arland trilogy, Gust continued the of Atelier, with the titular twins working to raise localised into English,
series on the PlayStation 3 with the Dusk saga. The the reputation of their atelier. and introduced
Atelier series takes a darker turn here, as this saga The latest game in the Atelier series, Atelier more standard RPG
takes place in a world that’s dying, and those who Ryza: Ever Darkness & the Secret Hideout is the elements into the mix.
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Atelier Firis and
Shallie are two of the
more recent entries.
Atelier Ryza (second
row) is the latest
game in the series,
and one of the
most popular.
start of a new saga, with a sequel, subtitled Lost For the series’ 20th anniversary, Gust created
Legends & the Secret Fairy, released in 2021. Nelke & the Legendary Alchemists: Ateliers of the
Atelier Ryza is the first Atelier game with a real- New World. Nelke is actually not an Atelier title,
time battle system, and more attention paid to its and instead of creating items, you’re managing a
battle system overall. It also takes an even more town. The protagonists from the previous Atelier
laid-back approach to game progression, allowing titles all make appearances in Nelke, and this is
players to progress at their own pace. generally a title meant as fan service for long-time
While the main series is substantial on its series fans.
own, there are also a number of spinoffs and sub- Although not explicitly part of the series,
series to delve into. The three Nintendo DS titles, there is also a related game for the Nintendo DS
Atelier Lise: The Alchemist of Orde, Atelier Annie: called Nora to Toki no Koubou (“Nora and the
Alchemists of Sera Island, and Atelier Lina: The Time Factory”). This was meant to be crossover
Alchemist of Strahl are all part of the Orde saga, between Gust and Atlus, a sort of melding of their
but strangely enough only the second game Atelier and Etrian Odyssey series. In practice,
(Atelier Annie) was released in English. These it’s pretty much just another Atelier game, simply
three titles all follow the typical Atelier formula, using even cutesier artwork by Etrian Odyssey
but are a bit watered down for the handheld. character designer Yuji Himukai. Atlus’ Nora to Toki
There is also Atelier Elkrone: Dear for Its heroine is Nora, a girl on an no Koubou isn’t
Otomate, a PlayStation Portable release that takes apprenticeship in a foreign land. She takes up technically part of
the general Atelier formula and implants it into residence in a foggy forest, where she’s mistaken the Atelier family,
an otome title (a dating sim for women). Atelier’s for a local witch, so she must run errands for though it may as
latest mobile effort is Atelier Online: Alchemist of the townspeople to prove she’s not evil. It plays well be. Alas, despite
Bressisle, which features all the series’ locations similarly to the older Atelier games, though Nora the burgeoning
and cast members. In it, players can work together can age items (making them “younger” or “older”) popularity of the
or solo to complete tasks; it’s very much an Atelier with her time factory. In addition to the beautiful series in North
title, but with multiplayer aspects. The game is still 2D visuals, it has an outstanding soundtrack by America at the time,
ongoing at the time of writing. Michiko Naruke (Wild Arms). it never left Japan.
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Nights of Azure (series)
Developer: Gust | Released: 2016 | Platform(s): PS4, PSV, NSW, WIN
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Blue Reflection
Developer: Gust | Released: 2017 | Platform(s): PS4, PSV, WIN
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Popolocrois (series)
Developer: G-Artists/Sugar & Rockets/Sony | Released: 1996 | Platform(s): PS1, PS2, PSP, 3DS
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items to allowing you to save anywhere. (Characters danger. He is joined by Luna, a mysterious girl he Poporogue is an
like White Knight and Narcia are still around, but meets at sea, and Marco, the son of Leona from the oddity, taking a
they won’t join you for your dungeon crawling.) original games. casual game and
However, the permadeath element of Rogue are The series shifts into 3D, and unfortunately sticking in a hardcore
not present at all, as progression is more typically this has generated a number of problems. The sub-genre, but it
RPG-like – in other words, you’re not caught in character models do a reasonably decent job of somehow works.
a constant loop of dying and replaying. As with replicating the unique designs, and while the
the rest of the series, it is aimed at a broader RPG environments are very typical of early PlayStation
audience, and it’s quite a bit less punishing than 2 games, they’re not too bad-looking. The more
the “Rogue-like” description would suggest. It is, substantial issue has to do with the enormously
however, still rather repetitive, so you really need long load times and absolutely atrocious
to be into this kind of dungeon crawler to enjoy it. camera, which is always zoomed in far too close
The proper Popolocrois sequel, Popolocrois and makes it difficult to navigate the levels.
Monogatari II, was released in 2000, with a Additionally, you’re expected to hunt through
prologue that takes place before Poporogue and each area for little elements that increase your
the rest of the game taking place after. Here, the magic, but this is infuriating when coupled with
villain is a goddess who has gone mad, and is the camera issues and high random encounter
searching for four tablets that will allow her to rate. It’s also an incredibly short game, with just
destroy and remake the world, so Pietro and team, a few dungeons, barely lasting more than a dozen
now all slightly older, must stop her. hours. The sequel, Tsuki no Okite no Bouken
With the release of the PSP, Sony combined (“The Adventure of the Law of the Moon”),
both Popolocrois Monogatari games (ignoring continues the story, and while it’s much longer,
Poporogue) as an early release for the platform. most of the core issues remain. The stories are still
They aren’t direct ports though, but rather a charming, but since there were anime series based
condensed version that removes a considerable on these games, it’s probably better to watch those
amount of content (particularly from the instead of playing these.
first game), as well as all of the voice acting While that spelled the end of the main series,
that was featured in the sequel. However, Popolocrois has seen a revival as a tie-in with the
it was released outside of Japan, and is the only farming/life sim Bokujou Monogatari. This is
way to play the core games in English, so it’s worth part of the same series initially known in English
the compromise. as Harvest Moon, which at this point, due to
The series continued on the PlayStation 2, licensing issues, is known internationally as Story
first with Popolocrois: Hajimari no Bouken of Seasons. It’s nothing like the old games, but it Like many 2D RPGs,
(“The Adventure Begins”). Taking place 15 years still has their charm. There was also a Japanese Popolocrois didn’t
into the future, Pietro and Narcia have wed and are smartphone title released in 2018, subtitled handle the transition
now king and queen of the kingdom. The new hero Narcia’s Tears and the Fairy’s Flute, which to 3D very well,
is eight-year-old Prince Pinon, who must venture continues the adventures of Pietro and Narcia as which eventually
out from the castle walls to save his land from slightly older children. killed the series.
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Legaia (series)
Developer: Prokion | Released: 1999 | Platform(s): PS1, PS2
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Marl Kingdom (series)
Developer: Nippon Ichi | Released: 1998 | Platform(s): PS1, PS2, DS, PSP
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Baten Kaitos
Developer: Monolith Soft/tri-Crescendo | Released: 2003 | Platform(s): GC
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Baten Kaitos Origins
Developer: Monolith Soft/tri-Crescendo | Released: 2006 | Platform(s): GC
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.hack (series)
Developer: CyberConnect2 | Released: 2002 | Platform(s): PS2, PS4, WIN
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Lost Kingdoms (series)
Developer: FromSoftware | Released: 2002 | Platform(s): GC
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Mega Man: Battle Network / Star Force (series)
Developer: Capcom | Released: 2001 | Platform(s): GBA, DS, 3DS
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Mega Man X: Command Mission
Developer: Capcom | Released: 2004 | Platform(s): PS2, GC
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Hoshi wo Miru Hito
Developer: Hot-B | Released: 1987 | Platform(s): FC
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Ganso Saiyuuki: Super Monkey Daibouken
Developer: Techno Quest | Released: 1986 | Platform(s): FC
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Esper Dream
Developer: Konami | Released: 1987 | Platform(s): FDS
Esper Dream 2
Developer: Konami | Released: 1992 | Platform(s): FC
The first Esper Dream came at the beginning of
the Famicom RPG rush, while its sequel Esper
Dream 2: Aratanaru Tatakai (“A New Battle”),
released five years later in 1992, was one of the
last. The setup is similar – you’re a young boy who
can wield an assortment of psychic powers, who
is transported into the worlds of various stories.
There are four worlds in total. One of them
is a quiet seaside town, where their light-giving
orb gets stolen by a mysterious entity. Another
is a Galaxy Express 999-style train which flies
through outer space and is being terrorised by
a giant bunny rabbit. There’s a magnet factory,
which is entirely inhabited by living nuts and the computer. These include a train conductor, an Released five years
bolts, and a glowing mountain, which is being anthropomorphic screw, and a happy little star. after the first Esper
terrorised by Fuujin and Raijin, the Japanese Along with Akumajou Densetsu and Madara, Dream, and long
gods of wind and lightning. These scenarios have Esper Dream 2 is one of the three Famicom games after the death of
more story and are far more fleshed out than that use Konami’s VRC6 chip, which enables not the Famicom Disk
the “explore dungeons, find junk” ones in the only improved graphical effects but also greatly System, this sequel
original game. Combat is similar, but faster and enhanced music. Overall, Esper Dream 2 takes is better in every
more fluid, and gold drops are more generous, so practically every single aspect of its predecessor possible way.
it’s less grindy. Although you start out in every and fixes most of its problems, resulting in an
world by yourself, each contains a unique helper outstanding title that could easily compete with
who will accompany you in battle, governed by the early 16-bit titles of the day.
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Ganbare Goemon Gaiden (series)
Developer: Konami | Released: 1991 | Platform(s): FC
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Lagrange Point
Developer: Konami | Released: 1991 | Platform(s): FC
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Mouryou Senki Madara (series)
Developer: Konami | Released: 1990 | Platform(s): FC, SFC
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Sweet Home
Developer: Capcom | Released: 1989 | Platform(s): FC
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Destiny of an Emperor (series)
Developer: Capcom | Released: 1989 | Platform(s): NES, GB, SFC
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Radia Senki: Reimeihen
Developer: Tecmo | Released: 1991 | Platform(s): FC
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LaSalle Ishii no Childs Quest
Developer: Namco | Released: 1989 | Platform(s): FC
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Minelvaton / Silva Saga (series)
Developer: Random House | Released: 1987 | Platform(s): FC, SFC
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Momotarou Densetsu (series)
Developer: Hudson | Released: 1987 | Platform(s): FC, SFC, GB, GBC, GBA, PS1, X68, PCE
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Kaijuu Monogatari (series)
Developer: Birthday | Released: 1988 | Platform(s): FC, SFC
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Samsara Naga (series)
Developer: Victor Entertainment | Released: 1990 | Platform(s): FC, SFC, GBA
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Dark Lord (series)
Developer: Data East | Released: 1991 | Platform(s): FC, SFC
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Cleopatra no Mahou
Developer: Square | Released: 1987 | Platform(s): FDS
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Legend of the Ghost Lion
Developer: Kemco | Released: 1989 | Platform(s): NES
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Nakayoshi to Issho
Developer: Yutaka | Released: 1993 | Platform(s): FC
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Dream Master
Developer: Birthday | Released: 1992 | Platform(s): FC
Otaku no Seiza
Developer: Advance Communications | Released: 1991 | Platform(s): FC, PCECD
Otaku no Seiza, given the English subtitle An
Adventure in the Otaku Galaxy, takes place in a
distant future where women rule the planet and
men are treated as an underclass, referred to as
“otaku-chan” (“nerdlings”). Not only that, but
the land is overrun by a variety of bizarre beasts.
The amnesiac protagonist wakes up and decides to
take down the Five Aurora Daughters, the leaders
of this society, who live in floating cities around
the land, and re-ignite civilisation’s manhood. The
story is by Hiroshi Motomiya (Salaryman Kintaro)
with art by Hisashi Eguchi (Stop!! Hibari-kun).
The concept is quite misogyonistic, although
it also doesn’t take itself all that seriously. Most The rights holders must’ve felt strongly about Otaku no Seiza
of the enemies are pretty strange, often being this concept and these characters though, because tried to get by
men in comical costumes (salarymen in sailor they were resurrected in 1993 for an actual idol on its rather
uniforms for example) or odd hybrids, like dogs group, an anime OVA, and a pachinko machine. crass man-hating
with men’s faces. For the most part, it’s yet another Along with these came a pseudo-remake of the gimmick and
typical Dragon Quest-style RPG, with many of the 8-bit game, now upgraded for the PC Engine CD, failed … twice!
same issues in other games on the Famicom but called Aurora Quest: Otaku no Seiza in Another
exacerbated somewhat. The random encounter World, which includes a revamped scenario,
rate is high, the hit rate is low, and the general improved visuals and voice acting. However,
balance is poor. It’s another game that uses an the battle system is still a pain, and ultimately it’s
unusual setup to mask its subpar design. not much of an improvement.
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Doraemon: Gigazombie no Gyakushuu
Developer: Epoch | Released: 1990 | Platform(s): FC
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The Sword of Hope
Developer: Kemco | Released: 1989 | Platform(s): GB
Great Greed
Developer: Namco | Released: 1992 | Platform(s): GB
In Namco’s Great Greed, you control a boy from
the regular world, sucked into the kingdom of
Greene, and tasked with hunting down the villain
Bio Hazard Harry, who seeks to pollute the planet.
The environmental message was added to the
English localisation, though the main gimmick
in both languages is that many aspects are
named after food. (The land is called the Vitamina
Kingdom in the Japanese version.) There’s a
sorceress named Microwave, princesses named
Gum Drop, Lollypop, Candy, Cup Cake, Citrus,
and Truffle, and areas with names like Sushi and
Spaghetti. In spite of the amusing names, the food
theme doesn’t really carry over to the visuals, and
it generally looks like a standard Dragon Quest
clone, though there are some unusual events, like
a trek through a record factory. benefit, like absorbing enemy attacks, increasing Other than the
Battles are one-on-one, though the view the hero’s strength, or healing him. amusing alliteration,
is from over the shoulder of the hero. There are At the ending, you’re offered the hand in the English title of
no menus; commands are given with buttons marriage of any of the princesses. However, you can this game doesn’t
– A attacks, B defends, Start runs, and spells actually choose to marry anyone, including anyone really tell you much
are assigned to the D-pad. In each area, you’re in the royal court, male or female, even breaking about it, as if it’s
also accompanied by a princess, who can’t be up the king and queen to wed one of them. It’s an hiding its unusual
controlled directly, but each provides a unique unusual send-off for a quirky little game. food-based theme.
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Xerd no Densetsu
Developer: Vic Tokai/Graphic Research | Released: 1991 | Platform(s): GB
Oni (series)
Developer: WinkySoft/Pandora Box | Released: 1990 | Platform(s): GB, SFC, PS1, NDS
The Oni series was ridiculously prolific, with five
games on the Game Boy, two on the Super Famicom,
one on the PlayStation, and one on the Nintendo
DS. They are standard JRPGs that take place in
an island country that is very obviously based on
Japan. You control the ninja Tenchimaru, whose
hometown has been destroyed, and fight against
various youkai (supernatural monsters or spirits).
In battle, the main feature is that you can use a
transformation ability, like Sentai superheroes.
Oni 3 takes place hundreds of years after the first
two, and contains multiple chapters with various
protagonists, à la Dragon Quest IV. However, Oni 4
jumps back and continues the story of Oni 2. Oni 5
transcends space-time by collecting all of the
protagonists together. On the PlayStation, publisher Pandora Box Takeo Iijima, the
The series jumped to the Super Famicom put out Oni Zero, which takes place in the Heian writer of the Burai
with Onigami Kourinden, which takes place in era. With a story by Takeo Iijima and character RPG series, acted as
the Japanese historical Kamakura period, and designs by Jun Kamiya, it’s fairly decent title, but both the producer and
Bakumatsu Kourinden Oni, which takes place in the story is unfinished and a sequel was never made. writer for many titles
the Bakumatsu period, and is also set partly in the The series was brought back for the DS with Oni in the Oni series.
United States, featuring Western youkai. There Zero: Sengoku Ransei Hyakka Ryouran by Compile
was also a spinoff arcade fighting game known in Heart, though it’s unrelated to the previous game’s
English as Metamoqester. story, and the quality is quite poor.
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Aretha (series)
Developer: Japan Art Media | Released: 1990 | Platform(s): GB, SFC
Defenders of Oasis
Developer: SEGA | Released: 1992 | Platform(s): GG
The early JRPGs on the Game Gear weren’t
particularly good; they included the rather
generic Eternal Legend and the terrible fanfic-
style Phantasy Star Gaiden. But one of the better
ones was Defenders of Oasis, which is also the
only one of these to receive an English release.
The game stars the Prince of Shanadar, who has
been run out of his kingdom by the ancient wizard
Ahriman, and returns for revenge. Accompanied
by his genie, he meets up with two other folks, the
ship captain Saleem (who was meant to be Sinbad
in the Japanese version) and the troublesome thief
Agmar, to fight back against Ahriman and take
back his throne.
This is still a pretty typical Dragon Quest-
type game, though the Arabian setting makes it a
little more interesting. Each of the four characters are quite a bit better than that in most Famicom Defenders of Oasis
has a unique special ability – the thief can hide for RPGs, though. A solid title altogether. uses an auto-save
a turn, and the ship captain can dance to attack In Japan, the game is known as Shadam function, which
multiple enemies. The genie is unique in that he Crusader. Elsewhere, it was known as Defenders was very innovative
is the only one who can use magic, but he also of Oasis, which later tied in with the American for its time, and
cannot level up normally, by getting experience, name of the Genesis action RPG Beyond Oasis. super handy in a
so instead he uses items to increase his stats and Other than sharing the Arabian setting, there’s portable title.
reads inscriptions to learn new spells. The visuals nothing that connects these games.
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Phantasy Star Gaiden
Developer: SEGA/Japan Supply Systems | Released: 1992 | Platform(s): GG
Moldorian
Developer: SEGA | Released: 1994 | Platform(s): GG
The world of Moldorian: Hikari to Yami no Shimai
(or “Moldorian: Sisters of Light and Darkness”) is
divided into two realms, one inhabited by humans,
and the other by demons. They mostly exist
peacefully, unaware of each other’s existence. That
is, until a human girl named Milia is kidnapped in
a forest. It’s up to her childhood friend, Navarre,
to save her, while he learns about the history that
created these two worlds to begin with.
Moldorian features side-view fights that seem
to channel the Active Time Battle System from the
Final Fantasy games, but work a little bit differently.
Moldorian ditches the usual command menu –
time flows automatically, and when a character’s
turn comes around, they step forward. Then, you
can hold down a direction to attack a foe, cast one
of four equipped magic spells, or take another
available action. If you don’t act quickly enough, titles. The soundtrack is by Hitoshi Sakimoto, While most 8-bit
you’ll lose that turn. It’s quite breezy, which is handy, later known for Ogre Battle and Final Fantasy games have a
since the random encounter rate is fairly high. Tactics. Since this was a late release for the system, distinct Dragon
There are some recognisable names behind it has a remarkably modern feel, something like a Quest flavour,
the game, with character artwork by Hiroshi 16-bit RPG with 8-bit sound and visuals. It’s not Moldorian feels
Kajiyama, who provided illustrations for the later incredibly remarkable, but it is one of the better more modern than
Shining Force games, as well as the Golden Sun portable RPGs of the time. its compatriots.
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Cosmic Fantasy (series)
Developer: Telenet | Released: 1990 | Platform(s): TG16, MCD
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Tenshi no Uta (series)
Developer: Riot/Telenet | Released: 1991 | Platform(s): PCE, SFC
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Live-A-Live
Developer: Square | Released: 1994 | Platform(s): SFC
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Rudra no Hihou
Developer: Square | Released: 1996 | Platform(s): SFC
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Treasure Hunter G
Developer: Square/Sting | Released: 1996 | Platform(s): SFC
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Robotrek
Developer: Quintet/Ancient | Released: 1994 | Platform(s): SFC
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GOD: Growth or Devolution
Developer: Infinity Co./Third Stage | Released: 1996 | Platform(s): SFC, PS1
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Love Quest
Developer: Tokuma Shoten | Released: 1995 | Platform(s): SFC
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Maka Maka
Developer: Office Koukan | Released: 1992 | Platform(s): SFC
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Idea no Hi
Developer: Office Koukan | Released: 1994 | Platform(s): SFC
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Paladin’s Quest
Developer: Copya Systems | Released: 1992 | Platform(s): SNES
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Lennus II
Developer: Fill-in-Cafe | Released: 1996 | Platform(s): SFC
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Dark Half
Developer: Westone/Enix | Released: 1996 | Platform(s): SFC
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Jaseiken Necromancer
Developer: Hudson | Released: 1988 | Platform(s): PCE
Susano Oh Densetsu
Developer: Hudson | Released: 1989 | Platform(s): PCE
Susano Oh Densetsu is based on the Go Nagai
manga Susano Oh. Beginning in contemporary
Japan, the protagonist is Shingo Susa, who joins
his school’s psychic club, only to learn he’s the
reincarnation of the Shinto deity Susano. Things
just get wilder from there, as he ends up turning
into Yamata no Orochi, the eight-headed serpent,
and summons demons from other dimensions.
The concept is similar to that of Digital Devil Story:
Megami Tensei, the novel series that spun off into
an RPG series. The original Susano Oh manga
never quite resolved the story; this PC Engine RPG
basically picks up where it left off, with the Earth
more or less in ruins. Various gods have separated is a bit different. It’s one of the few RPGs of the Susano Oh Densetsu
from Shingo and now rule the land, so he must late ’80s to do away with random battles; instead predates Megami
hunt them down and defeat them. Shingo is alone its enemies are visible on the field. Battles are Tensei II for the
at the outset, though he can hire party members presented from an overhead perspective, and each Famicom by about
in bars to fight alongside him, and eventually he’ll character has a limited number of turns in which a year, but it has a
join up with Sayuri Yukishiro and Rei Uryu from to move or attack. There are a variety of weapons, similar premise, as you
the original story; there are also cameos from like bowguns that can fire from long range, or fight demons in post-
characters in Violence Jack, another manga from swords that attack enemies in a circle, as well as apocalyptic Japan.
Go Nagai. ESP powers. The slow text speed and grindiness
Many of Hudson’s PC Engine RPGs were in still make things slow going, but it’s still unlike
the vein of Dragon Quest, but Susano Oh Densetsu most other games being made at the time.
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Star Odyssey
Developer: Hot-B | Released: 1991 | Platform(s): MD
Surging Aura
Developer: SEGA/Japan Media | Released: 1995 | Platform(s): MD
One of the last RPGs released on the Mega
Drive, Surging Aura puts you into the shoes of a
magician named Muu, who must save his kingdom
of Pasphalda. It looks and feels somewhat like an
Arabian take on Phantasy Star, and also features
character designs by Mutsumi Inomata, who
would later become popular through her work on
Namco’s Tales series.
The real-time battle system here is unique,
being a bit like Final Fantasy’s Active Time
Battle system, but viewed from a first-person
perspective. Muu is always in the centre of the
party and has a wide variety of magic available.
However, these spells take time to chant
(the incantation appears in wavy letters at the The game certainly is unique, but the interface Surging Aura can’t
bottom of the window), and if an enemy hits him is quite cumbersome, especially since there are quite live up to
during this time, he’ll either pause for a few moments 36 spells, and managing all three characters in real its promise as an
or be forced to restart completely. This is where his time can be overwhelming. The encounter rate is Arabian Nights take
two battle companions come in, as they can opt to also very high in the overworld (much lower in of Phantasy Star,
attack directly, or choose to use their turns to defend dungeons, thankfully), so you end up spending a but the artwork
Muu, thereby allowing him to cast his spell safely. lot of time in battles. And while the setting is cool, sure is pretty.
There are also front and back rows, which enemies the storytelling just isn’t on the level of Phantasy
routinely jump between, and foes in the back row Star IV. The result is a game that’s interesting,
can only be reached with certain types of attack. but not particularly great.
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Funky Horror Band
Developer: SEGA | Released: 1991 | Platform(s): MCD
Vay
Developer: Hertz | Released: 1993 | Platform(s): SCD, IOS
Developed by Hertz and published by SIMS, a
company that worked closely with SEGA until
finally purchased by them, Vay was positioned
as the follow-up to Lunar: The Silver Star, being
another epic role-playing game for the SEGA CD. It
stars Prince Sandor, whose wedding is crashed by
the henchmen of the evil Danek Empire, who then
kidnap his betrothed, flying in fantasy mechas
similar to those in the classic early ’80s anime
Aura Battler Dunbine. To rescue her, he must find
the legendary suit of armour called Vay.
While the cutscenes are decent (if sparse)
and the music is fantastic (particularly the battle
themes), Vay is otherwise nowhere near the are simple, viewed from an over-the-shoulder Vay isn’t bad,
same league as Lunar, particularly because the perspective. The random encounter is rate is pretty though it surely
characters just don’t have remotely the same high, and lots of grinding is required, though the isn’t a deserving
appeal. The English version was localised by speed is very quick, and fights are often resolved in follow-up to
Working Designs, which helped spice things up a matter of seconds. Lunar, but at
with their usual goofy NPC dialogue, though it went Curiously, Vay saw re-release on iOS least the music
overboard by giving a wind fairy transportation platforms courtesy of SoMoGa. Some graphics is pretty good.
powers via farting (you need a gas mask item when have been redrawn, others are taken straight from
you use this, or you’ll all be killed). This kind of the SEGA CD, so it’s a mish-mash of styles. It uses
humour is hit or miss, and the story just doesn’t a different translation too, as Sandor goes by his
have much going for it otherwise. The battles original name of Heibelger.
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Seiya Monogatari: Anearth Fantasy Stories
Developer: Hudson/Media Works | Released: 1995 | Platform(s): PCECD, SAT
Gdleen
Developer: Jorudan | Released: 1991 | Platform(s): SFC
Jikou Wakusei Gdleen (“Self-Propelled Planet
Gdleen”, pronounced “gadruin”) is a sci-fi novel
series written by Yuuto Ramon. Consisting of
seven volumes altogether, it was the subject of
an anime OVA, as well as this video game, which
was the first RPG released on the Super Famicom.
The protagonist is a man named Ryuu,
an Earthling travelling through space, who ends
up getting stranded on the planet Gdleen when
his ship crash-lands. It’s a unique blend of fantasy
and sci-fi, with some particularly cool monster
designs, as the planet is inhabited by dinosaurs
and the like. The story takes place in the same
shared universe as Ramon’s Minelvaton series, But the battle backgrounds are still stark black, The enemy designs
including the PC game Digan no Maseki. à la Dragon Quest, except in boss battles, which is in Gdleen are cool,
The battle system is similar to Dragon Quest’s, pretty underwhelming. The music is solid, though. but using stark black
but with a few unique commands. These include a Altogether, it’s an alright RPG with some backgrounds in a 16-
counterattack stance, in which you choose to defend difficulty-balance issues, but outside of the setting, bit game comes off
specified fellow party members rather than just is nothing special. It’s mostly remembered for an as really cheap.
yourself, and the ability to negotiate with monsters. early scene where Ryuu stumbles onto the heroine
They can then lend their aid, though it’s not exactly bathing nude in the lake. While not explicit,
Shin Megami Tensei when it comes to complexity. and indeed a trope common in manga/anime
The enemy sprites are indeed well designed, (as well as faithful to the OVA), it was rare to see
a big step above what the Famicom could do. a scene of this kind in a video game at the time.
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The 7th Saga
Developer: Produce | Released: 1993 | Platform(s): SNES
Mystic Ark
Developer: Produce | Released: 1995 | Platform(s): SFC
In Mystic Ark, you are an adventurer who
has been turned into a figurine and whisked
away to a mysterious island. You are freed by
a strange voice, and learn that you must travel
across several different worlds and find arks to
unlock the way home. These worlds are all quite
unusual – there’s a desert world of pirate cats,
a world where everything consists of gigantic
fruit, and a world without colour or sound.
Other unfortunate adventurers have also been
turned into figurines, but they can be rescued
and will join your quest – these include a wizard,
a robot, a warrior, a ninja, a demon, and a monk.
Mystic Ark was scheduled for release in difficult. Whenever you inspect certain objects, Mystic Ark is more
English as The 7th Saga II, though ultimately it a menu comes up that lets you interact with them, of a traditional JRPG
remained only in Japan. It’s not quite a sequel, giving it an adventure game feel. than its predecessor,
though it was developed by the same team, and The visuals are fantastic, with spritework but still carves out
there are some obvious similarities. Its focus on that effectively replicates the work of fantasy its own identity.
vignette-based storytelling gives it a more involving artists Akihiro Yamada and Hitoshi Yoneda, while
narrative, though all of the characters are blank the soundtrack by Akihiko Mori (Paladin’s Quest)
slates without any personality, so they feel rather is also brilliant. It’s a creative game, though certain
hollow. Combat is similar to that in The 7th Saga, elements feel undercooked. A sequel, Mystic Ark:
even reusing some enemy sprites, though you can Maboroshi Gekijo, was released for the PlayStation,
have three party members and it isn’t nearly as though it shifted genres to an adventure game.
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Secret of the Stars
Developer: Tecmo | Released: 1993 | Platform(s): SNES
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Maten Densetsu: Senritsu no Ooparts
Developer: Thinking Rabbit | Released: 1995 | Platform(s): SFC
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Dark Kingdom
Developer: Telenet | Released: 1994 | Platform(s): SFC
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Solid Runner
Developer: Sting | Released: 1995 | Platform(s): SFC
Gokinjo Boukentai
Developer: ITL | Released: 1996 | Platform(s): SFC
Gokinjo Boukentai (“Neighborhood Adventure
Squad”) stars a five-year-old girl named Mana, who
can talk to youkai. During the week, you attend
school, but when Sunday hits, you adventure
around town with your cat Yuzu (who also acts as
a narrator), and receives missions from “god” to
clean up some of the evil demons around town.
Battles are like those in Dragon Quest, with
some tweaks – enemies are visible on the map,
and there is no MP, as special attacks consume
HP, but you regain full health after fights. Even
if Mana is wiped out, you can retry battles and
are granted a small stat boost. There is also a
Persuade command whereby enemies may leave your imaginary friends. It’s compared a lot to View neighbourhood
you alone and give you items instead. There are EarthBound, in its tone as well its silliness, life through the
no experience levels, and stats are increased by particularly the way your angry mother will retrieve eyes of a young girl
attending school classes, which also determines her children after chapters are cleared, smashing in this relentlessly
which schoolmates you can adventure with and through walls, interrupting a battle in mid-air, or adorable little game.
which missions pop up. The town is filled with crashing the party riding on a boat. The visuals,
quirky folks, and there are lots of humourous by manga artist Masumi Sudou, are whimsical and
messages for the things you investigate, giving a the soundtrack by Akihiko Mori, filled with jazzy
level of detail uncommon in RPGs. battle themes, is impressive. Due to the late-1996
The game really does feel like you’re a release and a small print run, it’s a cult classic even
kid on magical adventures around town with in Japan, but it’s relentlessly charming.
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Elfaria
Developer: Hudson/Red Entertainment | Released: 1993 | Platform(s): SFC
Kabuki Rocks
Developer: Atlus/Red Entertainment | Released: 1994 | Platform(s): SFC
In RPG terms, Atlus was mostly known for its Shin
Megami Tensei series, but it diverted itself briefly
with Kabuki Rocks, a joint venture with production
company Red Entertainment. Incidentally, this
game also has some similarities to Red’s other
major RPG series, the PC Engine CD Tengai
Makyou games, which take place in a comical
version of feudal Japan and feature characters
based on Japanese mythology and history. As a
kabuki (traditional Japanese theatre) actor named
Sukeroku “Rock” Hanakawado, you must travel
around Japan and wipe out monsters.
It’s a pretty typical JRPG in most ways,
though battles are presented as taking place on stage, which will increase under certain conditions. The stage musical
a stage. All of the magic spells are musical, most If your battle performance is good enough, you’ll concept of Kabuki
being parodies of real-life songs, mostly Japanese get bonuses when you win. Overall, it’s an average Rocks is cool, but
but some international ones as well – “Frozen it RPG, despite the unique premise. the game doesn’t
Be” riffing on the Beatles’ “Let It Be”, “Ladybug Kabuki Rocks is also the name of a Japanese do anything
Thunder” playing off of Cherish’s “Ladybug rock band that was popular at the time. They have interesting with it.
Samba”, and so forth. You learn new ones by cameos, but otherwise didn’t have much to do
singing karaoke at each town. Each character with it. They provided some tunes, but most of the
also has a unique “Juuhachiban”, a kabuki term soundtrack is by Tsukasa Masuko, the composer
for someone's particular talent. There’s also an on the early Megami Tensei games, who has a
audience reaction gauge on the side of the battle similar style.
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Arabian Nights
Developer: Pandora Box | Released: 1996 | Platform(s): SFC
Gran Historia
Developer: J-Force | Released: 1995 | Platform(s): SFC
In Gran Historia: Genshi Sekaiki (“Vision of
World Record”), the people of the continent of
Gran worship one of two gods – Za, the god of
machinery, or Ge, the god of nature and spirits.
They have long coexisted, though eventually one
will gain too much power, and destroy the entire
land. You control a travelling spirit from another
reality, with knowledge of the world’s history,
and the ability to change the past to prevent the
ruination of the future.
At the beginning, you witness the murder
of a man named Thor, by bandits, on the night
of his wedding. The travelling spirit (named by
the player) inhabits his body, but tragically, he’s As an RPG, it’s also a little dull. Battles are Chrono Trigger may
killed again the next morning. So the spirit uses first-person, and the party is surrounded on four be the most popular
its abilities to rewind time back to the day before, sides by attacking foes. But the game doesn’t do JRPG focusing on
where Thor is able to stop the bandit, rewriting anything interesting with this concept; it just time travel, but it’s
that part of history. The story continues like makes the battles take too long. The player can certainly not the
this, and you eventually make your way up to wield two types of magic though, one for each only one.
the kingship, only to be tossed out into another god, and these consume different resources.
body by a mysterious figure. It’s an excellent plot, The random encounter rate is a pain too, though
though the story is fairly linear, and other than the story almost makes up for it. The basic concept
a few choices, you don’t have much direct input of the game seems to have inspired Atlus’ 2010
into the story. game Radiant Historia.
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Dragon Ball Z: Super Saiya Densetsu
Developer: TOSE/Bandai | Released: 1992 | Platform(s): SFC
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JoJo no Fushigina Bouken
Developer: WinkySoft | Released: 1993 | Platform(s): SFC
Shadowrun
Developer: Compile | Released: 1995 | Platform(s): MCD
Shadowrun is a popular tabletop RPG that takes
place in a cyberpunk future, where science and
magic co-exist, and humans live with typical
fantasy races like elves and dwarves. There were
three completely different Shadowrun RPGs
released during the 16-bit era – the SNES game by
Australia-based Beam Software, the Genesis game
by US-based BlueSky, and a Japan-only Mega CD
game by Compile. This last is the closest in form to a
JRPG, though it plays a little differently from most.
The story is based on the Shadowrun Replay
books released in Japan, taking place in Tokyo in
the year 2053. The game is divided into chapters,
starring the blue haired “street samurai” Rokudo, to attack up-close with mêlée weapons or at a This release of
accompanied by ex-company man Shiun, the female distance with guns or magic. Characters have two Shadowrun is
shaman Mao, and the elven mercenary (called a meters, health and mental, which are affected unique, considering
Decker in Shadowrun lingo) D-Head. Part of each differently by different types of attack. In order to it’s a Japanese take
chapter is a command-based adventure game, à la give the game more of a tabletop role-playing feel, on an American
Snatcher, in which you investigate the case you’ve every time someone attacks or defends, dice are property, which was
taken on. For dungeon crawling and combat, shown rolling at the top of the screen. They stop never brought back
the game switches to a JRPG-style overhead view. at the press of a button, which then determines to the country where
There are no random battles, all encounters the strength of the attack, if it hits at all. Overall, it originated.
being preset. When fights begin, the area is it’s not bad, though obviously difficult for non-
divided into a grid, and you can move around Japanese readers.
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Parasite Eve
Developer: Square | Released: 1998 | Platform(s): PS1
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Vagrant Story
Developer: Square | Released: 2000 | Platform(s): PS1
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Thousand Arms
Developer: Red/Atlus | Released: 1998 | Platform(s): PS1
360
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The Legend of Dragoon
Developer: Sony Computer Entertainment | Released: 1999 | Platform(s): PS1
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Panzer Dragoon Saga
Developer: SEGA | Released: 1998 | Platform(s): SAT
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Skies of Arcadia
Developer: SEGA | Released: 2000 | Platform(s): DC, GC
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Linda³
Developer: Alfa Systems | Released: 1995 | Platform(s): PCECD, PS1, SAT
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Ore no Shikabane o Koete Yuke (series)
Developer: Alfa Systems | Released: 1999 | Platform(s): PS1, PSP, PSV
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Lucienne’s Quest
Developer: Micro Cabin | Released: 1995 | Platform(s): 3DO, SAT
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Quest 64
Developer: Imagineer | Released: 1998 | Platform(s): N64, GBC
TwinBee RPG
Developer: Konami | Released: 1998 | Platform(s): PS1
Konami’s TwinBee franchise started as a series of
cutesy shoot-’em-ups, starring anthropomorphic
spaceships (including the eponymous TwinBee)
and their human pilots. The series became even
more popular thanks to a radio drama in the
early ’90s, leading to a few spinoffs, including this
PlayStation RPG. It made sense, considering that
the audience loved the characters, but it’s hard
to tell a story in a shooter. TwinBee RPG begins
as the main character watches the latest episode
of TwinBee on TV, until something goes horribly
wrong and you’re zapped into the show. Finding a
baffled TwinBee (sans his pilot, Light) at the side of
the road, it’s up to you to explore Donburi Island, battle system, even including combination attacks. TwinBee has
gather together the rest of the TwinBee crew, find Additionally, the player can curry favour with only shown up
out just what happened to Light, and defeat the some of the female cast members, leading to sporadically outside
evil Professor Warumon once again. specific events. It’s innocent, but it’s weird to have of Japan, with a
As an early 3D game for the PS1, the game dating events, considering everyone seems to be single NES game
looks a little rough around the edges, plus the about 12 years old. (Stinger) and two
camera is terrible, but the bright, anime-style The game is rather clumsy overall – the SNES games that
visuals capture the cutesy feel of the other games. interface is a pain, and sometimes the next goal is were only released
In its mechanics, TwinBee is similar to Chrono not entirely clear. But it’s still charming for fans of internationally
Trigger. You can see enemies on the field before the franchise, and features plenty of voice acting in Europe.
you fight them, it has the same active-time from the radio drama cast.
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Satomi no Nazo
Developer: Suntech Japan | Released: 1996 | Platform(s): PS1
Ancient Roman
Developer: Fuga System | Released: 1998 | Platform(s): PS1
Fuga System was a developer mostly known for the
Amaranth series of PC RPGs, but it decided to hop
into console development with Ancient Roman:
Power of Dark Side. But they probably shouldn’t
have, because it was perhaps the worst RPG ever
released on the PlayStation. The hero is a boy named
Kai Orpheas, who was kidnapped by a demon right
after he was born, and has lived his whole life as a
slave. When he overhears a plot to murder all of the
workers, he escapes the camp and begins to hunt
down his true destiny.
Ancient Roman very, very desperately wants
to be on the same level as something like Final
Fantasy VII, but Fuga clearly didn’t have the talent
nor anywhere near the budget of Square. While out view that makes it hard to see the characters. This game is so
this is true of many other developers, none of them The battle scenes are completely 3D, but the heroes bad that it even
produced anything as hilariously inept as this game. are animated such that they look like a kid tossing misspells the word
The FMV CG is laughably bad – an image of a man around toy figures and the enemies appear to be “Ancient” in its
bellowing at the screen as he’s shattered into a made of origami; when characters die they fly into Japanese subtitle.
thousand pieces by a magic spell should be horrifying, the sky; it’s surreal to watch in motion. The battle
but instead sets the tone for how ridiculous the balance is off, the script is terrible (and hard to read,
game is. The developers couldn’t afford to create as the use of kanji is inconsistent – understandable
too many screens, so most towns and dungeons are for cartridge games with space constraints but not
a few images, shown using an extremely zoomed CD-ROMs) and the result is laughably amateurish.
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Beyond the Beyond
Developer: Camelot | Released: 1997 | Platform(s): PS1
Guardian’s Crusade
Developer: Tamsoft | Released: 1998 | Platform(s): PS1
In Guardian’s Crusade, you control a young
knight (default name: Knight) who stumbles upon
a baby monster, which looks something like a
pink pig-rabbit, and is eventually named “Baby”.
(The Japanese title is actually Knight and Baby.) A
mysterious voice compels you to take it to a place
called God’s Tower, so you adopt it and begin an
adventure across the land. The game is the sole
RPG by Tamsoft, previously known for the 3D
fighter Battle Arena Toshinden games, and later
known for cheesy brawlers like Senran Kagura.
Knight and Baby are the only two active
participants in combat, though the companion
fairy Nehani occasionally pops in to help. Knight colour schemes and goofy character designs. Guardian’s
cannot use magic but can collect little toy There’s no demarcation between the overworld Crusade’s colourful
figures from around the land to help out, which and towns, creating a mostly seamless experience vibe is very different
is effectively the same thing. Baby cannot be without loading times. It’s also quite player- from that of the
controlled directly, but can act of his own accord. friendly, with visible encounters giving you the average PlayStation
However, it does function as sort of a virtual pet, opportunity to avoid combat, as well as a fast- RPG, which makes it
as you can feed it items to increase its stats, and forward button in battles, which was uncommon a nice alternative to
depending on how much it likes you, it may copy in the 32-bit era. Due to its cuteness and simplicity, the norm.
the forms of the monsters you fight. it was largely regarded as being for kids at the time,
The 3D graphics are typical of a mid-range but anyone who enjoys charming, laid-back RPGs
PlayStation title, a little simple, but with bright will also probably enjoy this one.
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Shinsetsu Samurai Spirits Bushidou Retsuden
Developer: SNK | Released: 1997 | Platform(s): NGCD, PS1, SAT
Zill O’ll
Developer: Koei | Released: 1999 | Platform(s): PS1, PS2, PSP
By the 32-bit era, JRPGs were largely stereotyped
in the West as games similar to Final Fantasy VII.
So it’s unfortunate that Koei’s Zill O’ll was never
localised, because it’s very much the antithesis of
that style of game. At the beginning, you can create
a name for your character, and the game offers a
“free scenario” that lets you visit almost any area
in the game world immediately, and sets you on
different routes through the main story, depending
on what kind of missions you undertake. (Some
routes are gender-exclusive as well.) As you travel,
time passes in-game, and various story events PlayStation 2, which thereafter made its way onto Koei mostly
occur, such as wars between nobles, though the the PSP. Each iteration added more scenarios, concentrated on
main story focuses on the return of a slumbering, playable characters, and endings, making for an simulation games,
destructive dragon. You can also customise your experience far more replayable than most RPGs. but they did release
character by collecting and equipping souls, which It’s all fairly complex, and there are the usual an occasional RPG,
act as character classes. In spite of the typical turn- balance and technical problems that come with like Zill O’ll.
based battle system, it looks and feels more like a such an ambitious product, but its strengths
Western RPG, as it takes place on a Europe-like outweigh its weaknesses.
continent, and the designs, by fantasy artist Jun The closest thing to a sequel is the PlayStation
Suemi, known for the Wizardry games, are very 3 title Trinity: Souls of Zill O’ll. While it takes
different from typical Japanese manga art. place in the same world, it’s actually a Dynasty
Initially released on the PlayStation, it later Warriors-style game and it has little in common
received an update called Zill O’ll Infinite for the with its predecessor.
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Elder Gate
Developer: Konami | Released: 2000 | Platform(s): PS1
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Kasei Monogatari
Developer: Japan Vistec | Released: 1998 | Platform(s): PS1
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El Dorado Gate
Developer: Capcom | Released: 2000 | Platform(s): DC
DeSpiria
Developer: Dennou Eizou Seisakusho | Released: 2000 | Platform(s): DC
DeSpiria is one of the few RPGs released on the
Dreamcast, developed by Dennou Eizou Seisakusho,
which previously worked on the PlayStation first-
person horror game Dark Messiah (a.k.a. Hell
Night). It was published by Atlus, and while it’s not
technically part of their Shin Megami Tensei series,
it certainly feels like it could be.
It’s the year 2070, and much of humanity
has either been destroyed or mutated due to a
conflict known as the Psalm War. The heroine
is a young woman named Allure Valentine,
an assassin for an organisation called the
Church, which has helped to rebuild the planet.
Her mission gets off to a rocky start when her found in Shin Megami Tensei. Rather than the DeSpiria may as well
train derails and kills almost everyone but her. typical fire/earth/wind/water elements, attacks are be a Shin Megami
However, she also happens to be able to dive into based on attributes like love, anger, and grudge, Tensei spinoff, and it’s
the thoughts of people or the psychic remnants while defence is determined by the type of parasite actually surprising
embedded in her surroundings, allowing her to that Allure has attached around her brain. that it didn’t borrow
get information and solve puzzles. The visuals are entirely rendered in CG, and the label.
The game is presented as a first-person the uncanny valley effect actually works in the
adventure game, similar to early CD-ROM titles game’s favour, giving the experience a particularly
like The 7th Guest, complete with FMV scene unique horror cyberpunk feel. That atmosphere
transitions. When combat occurs, she summons helps turn DeSpiria into one of the most visually
mind creatures, which are similar to the demons engrossing RPGs of its era.
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Okage: Shadow King
Developer: Sony/Zener Works | Released: 2000 | Platform(s): PS2, PS4
Ephemeral Fantasia
Developer: Konami | Released: 2000 | Platform(s): PS2
In Ephemeral Fantasia, you control musician/thief
Mouse and his sentient talking guitar Pattimo,
who are invited to the island of Pandule to write a
wedding song. However, you quickly learn that the
groom, a sinister man named Xelpherpolis, has
the entire island trapped in a time loop. So you
must live the same five days over and over, slowly
leading the inhabitants to become aware of their
prison and join you in fighting against him.
The premise here is a little too close to The
Legend of Zelda: Majora’s Mask for comfort,
though it plays differently. It’s still like a standard
JRPG, complete with a turn-based battle system
as in Final Fantasy, although the ATB system happens according to a set schedule, it’s hard to This early PS2 RPG
is altered so that different moves vary in their figure out exactly what to do without a guide. Also, got lambasted
recovery times. Also, among the usual mini-games, if you miss an event, you have to wait until the next by critics for its
there’s a music-themed one based on Konami’s loop to reach it again. The island is also pretty big, technical issues,
rhythm game Guitar Freaks. and it’s troublesome to constantly trudge across it. but there’s an
The game was planned for the Dreamcast, Though you can fast forward through cutscenes, interesting game
and as an early PlayStation 2 release, and it’s the game really needs a way to speed up time and buried in here
behind the curve technically, especially in its travel around quickly, because it ends up being somewhere.
lengthy load times between areas. But the bigger quite tedious. While the island atmosphere is
issue is that the structure is a little too open. Since pleasant, the juvenile writing does little to make
the game advances in real time, and everything the game worthwhile beyond its novelty.
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Tsugunai: Atonement
Developer: Cattle Call | Released: 2001 | Platform(s): PS2
Evolution (series)
Developer: Sting | Released: 1999 | Platform(s): DS, GC, NGPC
Every console had an early RPG that was rushed
to market, and in the Dreamcast’s case, that game
was Sting’s Evolution. It stars a treasure hunter
named Mag Launcher, who, along with a cast
of characters also named after weapons (Linear
Cannon, Chain Gun, and Gre Nade), explores
ruins to look for goodies. These dungeons
are randomised, so there’s little more to the
game than exploring and battling. The super-
deformed characters are charming, but the stale
environments completely drain any potential life
the game may have had. The fights are typical,
though enemies and party members can shift
into three different positions, which changes the to explore. For the GameCube, both games were This Dreamcast
damage you can deal or receive, as well as your compiled together into a single game called RPG series is largely
order in the turn queue. Characters have a lot Evolution Worlds – however, the content of the focused on dungeon
of different abilities, which can be unlocked via first game was heavily truncated, cutting the five crawling, and doesn't
points obtained from battle, but the battles still dungeons down to two. The Western release also develop this into
never feel like anything more than a chore. features English voice acting, while the original anything interesting.
A sequel was also released, which contains Dreamcast release had only Japanese. The first
a slightly more ambitious story, though the crux game was also ported to the NEOGEO Pocket
of the game is very similar. The dungeons are a Color as Evolution: Eternal Dungeons, which is
little more interesting, since they are now preset, basically the same game but in 2D, and using pre-
though there’s still an optional random dungeon designed dungeons instead of randomised ones.
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Blue Dragon
Developer: Mistwalker/Artoon | Released: 2006 | Platform(s): DS, X360
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Lost Odyssey
Developer: Mistwalker/Feelplus | Released: 2007 | Platform(s): X360
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Opoona
Developer: Koei/Artepiazza/Cattle Call | Released: 2007 | Platform(s): WII
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The Last Story
Developer: Mistwalker/AQ Interactive | Released: 2011 | Platform(s): WII
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Eternal Sonata
Developer: tri-Crescendo | Released: 2007 | Platform(s): X360, PS3
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The Last Remnant
Developer: Square Enix | Released: 2008 | Platform(s): X360, WIN, PS4, NSW, IOS, AND
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Ni no Kuni
Developer: Level-5 | Released: 2011 | Platform(s): PS3, DS, PS4, NSW, WIN
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Ni no Kuni II: Revenant Kingdom
Developer: Level-5 | Released: 2018 | Platform(s): PS4, WIN
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White Knight Chronicles
Developer: Sony/Level-5 | Released: 2008 | Platform(s): PS3, PSP
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Time and Eternity
Developer: Imageepoch | Released: 2012 | Platform(s): PS3
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Arc Rise Fantasia
Developer: Imageepoch | Released: 2009 | Platform(s): WII
Enchanted Arms
Developer: FromSoftware | Released: 2006 | Platform(s): X360, PS3
In the distant past, humanity created enchanted
golems and used them as slaves, predictably
causing them rebel in a massive war. Things have
calmed down in the intervening years, until an
earthquake causes most of the golems to go mad.
It’s up to Atsuma, who has an enchanted right
arm, along with his group of friends, to fight back.
Enchanted Arms was a launch-window game
for the Xbox 360, and it shows – the character
models aren’t bad, but the rest of the game looks
like an HD PS2 title. The battle system divides
friends and enemies onto separate 3 × 4 grids, with Despite the standard JRPG trappings, there’s quite a Enchanted Arms’
each character having limited movement range on bit of campiness. In the tutorials, characters explain occasionally silly
their own side, and can hit the other side using basic concepts to Atsuma like he’s an idiot (because sense of humour
assorted attacking moves of different ranges. It’s he kind of is). One of the main characters, Makoto, saves it from being
fun at first, but grows tiresome as the game goes is a flamboyant gay stereotype who attacks enemies a bland experience.
on, especially due to its terrible battle theme. by wailing on a saxophone. Many of the golems are
Thankfully, the auto-attack and fast-forward flat out ridiculous, especially the pizza golem, who
buttons make things a little smoother. Beyond the requests that you eat his face if you get hungry.
human characters, you can also create and collect Plus there are references to other FromSoftware
golems to fight alongside you. games like Otogi and Metal Wolf Chaos. The off-
The game was developed by FromSoftware, kilter sense of humour, reminiscent of the Shadow
at this point known primarily for the hardcore Hearts games, at least keeps things amusing,
King’s Field games, but this is more general fare. though the game is otherwise painfully average.
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Last Rebellion
Developer: Hit Maker | Released: 2010 | Platform(s): PS3
Dokapon Kingdom
Developer: Sting | Released: 2007 | Platform(s): WII, PS2
Ever since video games came to be, there have
been friendship-ending ones. Competing for
top score in the arcade, or screwing over friends
in party games, would break many bonds. Yet
there is one that stands above the rest in this
respect. Dokapon Kingdom, a remake of Dokapon
3-2-1: Arashi o Yobu Yuujou for the Super Famicom,
was developed by Sting Entertainment and released
on the PS2 and Wii to indifferent reviews. It was
pretty unusual for the time, being a hybrid of a
multiplayer board game and an RPG. However, it
would find an audience on the Wii, and become Combat in Dokapon Kingdom is fairly simple, The Dokapon series,
a cult classic on the console. It is a charming beginning with a choice of cards that determines originally Japan-
combination of RPG standbys, such as levelling and whether you go first or second, followed by three only Super Famicom
changing classes, random encounters and battles, to four combat options, each with a probability games, was then
epic albeit very silly storytelling, with the board of effectiveness. Your stats affect which actions published by Asmik
game style movement and map design normally you can take, except for Strike, the all or nothing Ace; these later
seen in party board games. Most of what makes attack that can be the difference between taking releases were the
Dokapon notorious for causing interpersonal out an enemy or rival player quickly, and getting first time they made
strife involves the party mode, in which players countered and almost always instantly dying. it overseas.
compete to have the highest income. Fighting Dokapon Kingdom was produced by Shinichi
one another allows you to play pranks, such as Suzuki, which would go on to produce classics such
changing a player’s name, stealing their items as Persona 4, Etrian Odyssey III: The Drowned City,
or towns, or giving them an embarrassing haircut. and Code of Princess.
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Riviera: The Promised Land
Developer: Sting | Released: 2002 | Platform(s): WSC, GBA, PSP
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Infinite Space
Developer: Nude Maker | Released: 2009 | Platform(s): DS
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7th Dragon (series)
Developer: Imageepoch/SEGA | Released: 2009 | Platform(s): DS, PSP, 3DS
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The familiar
structures of
post-apocalyptic
Tokyo give 7th
Dragon 2020 a bit
of a Shin Megami
Tensei vibe.
The second entry in the series, 7th Dragon with an alternate version featuring vocaloid
2020 on the PSP, moved away from a fantasy sensation Hatsune Miku.
setting to a post-apocalyptic one. Here, you 7th Dragon 2020-II is one of those expansion
control a squadron of heroes called Murakumo pack sequels which reuses most of the original
13 as they explore various real-life locations in assets while technically providing a new story.
Tokyo and fight off more dragons. The visuals The only major addition is the Idol character class,
are now fully 3D, and the character illustrations which can sing songs to provide various buffs,
were assigned to manga artist Shirow Miwa. The plus a return of the Lucier race that was missing
character classes have been reworked to have from the first 7th Dragon 2020.
more of a modern street flair, though the number Up to this point, SEGA hadn’t released any
has been reduced from seven to five, the number of these titles outside of Japan. However, they did
of avatars decreased from 32 to 10, and you can localise the third and final game in the series, 7th
only have three members in combat rather than Dragon III: VFD, released for the 3DS. This game
four. Perhaps to compensate, there are tons of tries to unite the stories of the DS and PSP entries
voices to choose from, from a number of famous by inserting time travel into the mix, and works
voice actors, though since the characters don’t overtime to explain everything to new players.
have any actual dialogue, these are just used for This third entry finally takes everything that
battle yells and such. Classes like the Samurai worked about the previous games, refines it, and
and Destroyer are familiar, while new ones, ends up as a pretty decent final product. There are
like the Hacker and Psychic, make use of the eight character classes, many with unique skills,
futuristic setting. like the Duelist, who draws cards every turn that
The customisation feels stripped back, but can be used for elemental magic or to activate
at the same time, the developers also recognised Traps, or the hulking Banisher, who attacks
the flaws of the original – the poison flowers are with a gigantic, explosive spear. The visuals are
still everywhere but they’re only there for story gorgeous, despite the low resolution of the 3DS
purposes and don’t actually affect your health, screen, and by expanding the range of locales
and the number of dragons has been decreased beyond Tokyo, there are plenty of gorgeous new
to 200. There’s also a base-building aspect, areas to explore, especially in the aquatic-themed
as defeated dragons will earn you currency realm of Atlantis. The overarching story focuses
called Dz, which can be used to improve your on the seven “True” Dragons, and since this is
damaged headquarters. Yuzo Koshiro returns meant to be the end of the series, it does its best
for the soundtrack, which is in much more of an to finish up all of the plot threads, so everything
electronic style. The retro music has been replaced comes together to form a satisfying whole.
7th Dragon
features the Lucier
race, which is an
excuse to stick
in anime cat girls.
Pictured left is 7th
Dragon III: VFD,
the only game in
the series to be
officially localised.
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Golden Sun (series)
Developer: Camelot | Released: 2001 | Platform(s): GBA, DS
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player takes control of Felix, with the explicit goals The party is made up of four different kinds The third game in
of lighting the Jupiter and Mars Lighthouses and of Adept: Venus (earth magic), Mars (fire magic), the series, Dark
restoring alchemy. Felix – along with Jenna, the Jupiter (wind magic), and Mercury (water magic). Dawn, shifts the
young but powerful Sheba, and the mysterious Each Adept has an inherent type, though these can visuals into 3D,
Piers, plus NPC Kraden – aims to complete Saturos be customised by the use of the four different types though it suffers
and Menardi’s original task. As well as knowing that of elemental Djinn. Djinn are creatures that can in other areas.
Isaac’s party will stand in his way, Felix must contend be found and added to the party member’s roster,
with more Proxian warriors, Agatio and Karst – the either through solving puzzles or by defeating one
latter of whom is Menardi’s sister, who is bent on in a battle. A Djinni will generally boost a party
revenge. Midway through the story, the party learns member’s stats and can grant them access to new
that the sealing away of Alchemy has doomed the abilities. They can also be used in battle as an attack,
world of Weyard at large; while the power was used with each Djinni having a different in-battle effect.
for evil by some, it was sustaining the land, and its Djinn can also be used to summon powerful beings
absence means that the world will eventually end that can do a lot of damage. Available Psynergy can
if nothing is done. Isaac’s party eventually joins be customised by giving a party member a Djinni of
Felix’s quest, after learning the truth behind the a different type – a Venus adept can use certain fire
Lighthouses, and the Jupiter and Mars beacons are attacks if given a Mars Djinni, for example.
fired once more, restoring alchemy’s power. The creative team across all three games was
The credits sequence of The Lost Age reveals consistent, with the direction and design handled
that Alex was masterminding many of the story’s by the Takahashi brothers, character design and
events, with the personal goal of receiving the art from Shin Yamanouchi (who had worked on
pure power of Alchemy for himself. When all four Shining the Holy Ark and many Mario Golf and
lighthouses are lit, their respective powers gather Mario Tennis entries), and music from Motoi
at the top of Mt. Aleph in an event known as the Sakuraba (whose prolific career includes the Tales
Golden Sun; Alex receives this power, but his fate games, Dark Souls, and many others, in addition
is left uncertain after he proves to be no match for to the Shining games for Camelot).
the god known as the Wise One. Golden Sun and The Lost Age were critically
In Golden Sun: Dark Dawn, which was hailed upon their GBA release, with many pointing
released in late 2010 for the Nintendo DS, the out the high quality of the graphics (especially
player is put into the shoes of Matthew, Isaac’s many of the battle effects), challenging puzzles, and
son. In a story taking place 30 years after the engaging story. The perspective switch between
events of The Lost Age, Matthew and other the two halves of the story was also lauded as
descendants of the original party must navigate being an interesting twist in the overall tale. Dark
a world that has been significantly altered by the Dawn was also generally well-received, though
return of Alchemy, fighting against an ancient not quite as favourably as the first two, largely
and terrible power as well as against new and because it was watered-down in terms of both
dangerous Adepts (the game’s term for people the difficulty and the overall story. All the games
who can use the power of Psynergy). suffer from an overabundance of wordiness,
All three games feature the same kind of with dialogue that drags on far longer than
gameplay: battles are randomised, there are some necessary, especially in Dark Dawn. Due in large
interesting puzzles to solve in dungeons, and the part to the fact that Dark Dawn was released very
story is generally very linear. Carrying over from late in the DS’s life cycle, it also performed the
Beyond the Beyond, Camelot used a rotating worst commercially.
battle camera, which not only increases the The franchise has garnered a strong cult
drama for basic attacks but helps give many of the following in the years since it first arrived on the
Psynergy effects an extra dramatic punch. Even on GBA, but in spite of Dark Dawn ending on a literal
the Game Boy Advance it’s an impressive effect, “The End…?” cliffhanger screen, there has been no
in spite of the pixelated visuals. It doesn’t quite indication from Nintendo or Camelot of a fourth
have the same punch in 3D in the DS entry. game on the horizon.
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Bravely Default (series)
Developer: Square Enix | Released: 2012 | Platform(s): 3DS, NSW
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There aren’t many
towns in Bravely
Default, but the
ones that do exist
are presented as
paintings in motion.
on various classes and gaining job points to level For most of Bravely Default’s playtime, it gets
these up, and allowing you to carry over skills almost everything right. Unfortunately, things
to other Jobs. There are the usual Final Fantasy come crashing down after the fourth chapter,
standbys – Monks, Black and White Mages, due to a plot twist that basically resets the story.
Dark Knights, along with some more unusual While you get to keep your powers and abilities,
ones, like Vampires, which are alternatives to you need to revisit the four crystals, and defeat
the enemy-skill-gathering Blue Mages, and the main bosses … then do it again, and again,
Conjurers, who allow characters to greatly (but and again, before you can finally get to the finale.
temporarily) buff their skills. Amusingly, many Granted, you don’t need to go through the entire
of the bosses, called Asterisk Holders, take on story during each cycle, plus the boss fights are
roles from these classes, and surrender their Jobs different, and there are some added bits of story,
to you once defeated. Their brief appearances but it still adds several extra unnecessary hours
are also somewhat comical – the Monk is a onto the game. It’s a frustrating decision that mars
gigantic dunderhead, while the White Mage is a Bravely Default’s legacy.
femme fatale, and the Black Mage is a stuttering, The sequel, Bravely Second, was released two
nerdish misogynist. years later, and focuses on what happens after
There are some elements tied into the Tiz and crew saved the world. However, things are
3DS StreetPass feature, like the ability to receive going quite badly as the game starts, as Agnés,
specific attacks to be used in battle, or enlist aid now given the title of Pope, has been captured by
to re-build Norende, Tiz’s destroyed hometown, the evil kaiser. It’s up to her bodyguard, Yew, who
which can unlock various bonuses. There is also a is quickly joined by Edea, to save her. Being a direct
currency, called Sleep Points, which let you briefly sequel, it really is necessary to have beaten the first
pause time during battles to do whatever you game to really enjoy this, and its main draw is in
want. These Points are obtained either by leaving how the world has changed.
the 3DS in sleep mode, or by purchasing them via This sequel reuses many locations from the
microtransactions. first game, though the story is pretty good, and
The visuals are similar to those in the DS Final it’s missing the time-looping nonsense of the first
Fantasy games, with characters drawn in the cutesy game. The battle system hasn’t really changed,
style of Akihiko Yoshida. The most impressive but there are a whole slew of new jobs, including
aspect is the towns, which are presented like the Catmancer, another variation of a Blue Mage
paintings that have been given three-dimensional that gives your character cutesy cat ears and
depth. The soundtrack is by Revo, the composer requires cat food to learn abilities; the Hawkeye,
for the metal opera band Sound Horizon, and basically a sharpshooting cowboy (or cowgirl);
uses live instruments. While markedly different and the Patissier, who creates deadly desserts for
in style from most of Square’s other game music, their foes. The only downside is the soundtrack,
it nails all of the key points of a JRPG soundtrack provided by ryo, of the vocaloid group supercell,
– a beautiful overworld theme, diverse town which is a huge step down from the original.
tunes, moody but melodic dungeon tracks, and The series continued onward with
some brilliantly rocking battle pieces, particularly Bravely Default II for the Switch, featuring a new
character-specific themes when special moves set of characters and bringing back Revo as
are triggered. the composer.
The dialogue is a
bit different from
that in the older
Final Fantasy
games, a bit
goofier in spots.
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The World Ends With You
Developer: Square Enix/Jupiter | Released: 2007 | Platform(s): DS, NSW
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Most DS games
didn’t use the two
screens for much,
other than adding
in maps or other
kinds of trivial
gimmick, but it’s
an essential part
of The World Ends
With You, and it
feels like something
is missing in the
ports that combine
everything onto
one screen.
Just about every system in the game feeds back into a more universal approach; the large cast is used
every other, including the ability to upgrade your to show that personal growth can always continue,
Pins through the DS’ Streetpass wi-fi capabilities. and that centring your life around your own desires
The game radiates the style of Tetsuya can be dangerous. The neighbourhood of Shibuya
Nomura, the creative force behind the Kingdom itself is doubly functional, as aesthetic trappings
Hearts series. However, alongside his vague and thematic support. The fashion-trends
“creative producer” role, his main contribution system and use of brands, clothing, and even the
was the character designs. Nomura was not an imprinting of memes on people map onto the core
insignificant part of the game, but he was far from concepts of individuality and culture clash, giving
the most important voice on the project. This the whole game a depth that you wouldn’t expect
may be why The World Ends With You is one of at first glance.
the strongest works with Nomura’s clear creative TWEWY is an absolute must-play, but make
stamp, as there was a staff around to contextualise sure it’s the original DS version. The re-releases for
his wilder ideas in a much more coherent and smartphones and the Switch combine everything
thoughtful manner than was done in his other onto a single screen, and try to simplify the battle
games. It’s true that the modern street fashion, hip system by turning partners into Pins, removing one
user interface, and catchy J-rock music (much of of the most unique parts of the game. The touch
which was actually dubbed well into English for the controls just don’t work as well as the stylus on the
international release) are a huge part of the appeal, DS screen either. The Switch Final Remix version
but the aesthetic is not merely skin deep. adds an alternate control method if hooked to a
The story here is a strong one, about the TV, in which you point and aim with the Joy-Cons,
bonds people form with each other and how these but it’s messy at best. It’s the sort of game that
can change them, for better or worse. It portrays really needed to be redesigned from the ground
this through conflict between the characters’ up to take regular D-pad controls into account,
worldviews, the anti-social Neku being forced to rather than having adapted motion controls. This
confront the views of others and integrate their port also adds an extra final chapter, though with a
truths with his own, gaining perspective. In the remarkably dumb twist, which reads like extremely
first week of the game, he is paired with a girl bad fan-fiction.
roughly his age, named Shiki. He is so emotionally All of that being said, while TWEWY was not
distant that he resents her presence, but eventually an immediate hit, its hip style and impressively
learns to fight as a team. But when the duo are original gameplay has given it more longevity than
then separated, and Neku is granted a new partner, almost any other RPG on the DS. Indeed, over a
this highlights the bond the two were only decade later in 2021, the property was resurrected
beginning to create, and he spends the rest of the for a TV anime series, as well as a brand new game
story desperately trying to get it back. It’s a coming called NEO: The World Ends with You, released for
of age story, typical for a JRPG, but here it takes the PlayStation 4, Switch, and PCs.
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Soma Bringer
Developer: Monolith Soft | Released: 2008 | Platform(s): DS
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Radiant Historia
Developer: Atlus | Released: 2010 | Platform(s): DS, 3DS
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The Legend of Legacy
Developer: Cattle Call | Released: 2015 | Platform(s): 3DS
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The Alliance Alive
Developer: Cattle Call | Released: 2017 | Platform(s): 3DS, WIN, PS4, NSW
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Criminal Girls (series)
Developer: Imageepoch/Nippon Ichi | Released: 2010 | Platform(s): PSP, PSV, WIN
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Conception (series)
Developer: Spike-Chunsoft | Released: 2012 | Platform(s): PSP, PSV, 3DS, PS4, WIN
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Ever Oasis
Developer: Grezzo | Released: 2017 | Platform(s): 3DS
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Kemco JRPGs (series)
Developer: assorted companies | Released: 2007 | Platform(s): IOS, AND, WIN, 3DS, PSV, PS4
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CIMA: The Enemy
Developer: Neverland | Released: 2003 | Platform(s): GBA
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Contact
Developer: Grasshopper Manufacture | Released: 2006 | Platform(s): DS
A Witch’s Tale
Developer: Hit Maker | Released: 2009 | Platform(s): DS
Developed by the now-defunct Hit Maker – which
had previously made a pair of unheralded PSP
RPGs – and published by Nippon Ichi Software, this
2009 Nintendo DS release stars a bratty witch-in-
training named Liddell. Liddell opens A Witch’s
Tale by inadvertently unleashing an ancient, evil
sorceress upon the world while attempting to
track down a forbidden spell she read about in
her school’s library. A handsome, if stern, vampire
named Loue, whose creepy castle houses said
magic, then forces her to right her wrong.
Besides its pigtailed protagonist and magical
setting, the main aspect that sets A Witch’s Tale
apart from the RPG pack is that it’s completely
touch-based. This is most apparent in the game’s areas that basically serve as dungeons, and that’s If you like your DS
Dragon Quest-esque battles. To unleash an it – is one example. Another is its short length. RPGs short, spooky,
especially impressive, and destructive, spell, you Thankfully, several other components work hard and stylus-focused,
and your party of animated dolls (yes, dolls) need to compensate for that handful of shortcomings. you should love
to trace a Rune on the DS’ lower screen. It’s fun at More often than not, the text in A Witch’s Tale is A Witch’s Tale.
first, but does its best to slow the adventure to a witty. And its eclectic soundtrack, supplied by Sara
crawl over the longer term. Sakurai, regularly pleases as well.
A Witch’s Tale puts up other barriers to In the end, although A Witch’s Tale is far
players’ enjoyment, too. The lack of explorable from a classic RPG, it deserves kudos and attention
space – a hub town connects you to seven themed for daring to tread its own path.
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Sands of Destruction
Developer: Imageepoch | Released: 2008 | Platform(s): DS
Nostalgia
Developer: Red/Matrix | Released: 2009 | Platform(s): DS
As the title not-so-subtly implies, Nostalgia is
meant to be a throwback to simpler times. It
includes stock characters, random battles, and
unironically begins with a sewer maze. The game
focuses on young Edward Brown, who aspires to
be like his adventurer father, who has disappeared.
The game was produced by Red
Entertainment, known for ’90s classics like Tengai
Makyou and Sakura Wars. The atmosphere makes
it superficially similar to SEGA’s excellent Skies
of Arcadia, especially given its young, mysterious
power-wielding heroine, Fiona. The story is a
steampunk-flavoured alternate reality. The style
is something like late 19th century Victorian
Europe, although people here travel in airships While the standard battles are fairly Nostalgia recalls the
that look a bit like blimps. While the game begins traditional, the airship battles change things 16-bit era of JRPGs,
in western Europe, you’ll travel to the pyramids in up a little bit. Instead of characters attacking though frankly you’d
Egypt, St. Petersburg in Russia, Mt. Fuji in Japan, individually, each one mans a weapon on the be better off actually
and New York City in the US. Side quests even airship, each with different properties. Some playing one of the
involve Atlantis and the lost continent of Mu. The airships have giant blades, and it’s amusing to classics instead of
real-world locations might sound cool, but this dash through the air and swipe at the opponent. this tepid imitator.
excitement is quickly quelled when you see that There’s nothing that Nostalgia does that’s
London has been reduced to a simple, two-screen explicitly bad, it’s just bland and never fulfils its
JRPG town. full potential.
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Avalon Code
Developer: Matrix | Released: 2008 | Platform(s): DS
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Super Robot Taisen OG Saga: Endless Frontier
Developer: Monolith Soft | Released: 2008 | Platform(s): DS
My World, My Way
Developer: Global A Entertainment | Released: 2008 | Platform(s): DS, PSP
Princess Elise has grown up spoiled. The only
thing she wants is a handsome suitor, and she
thinks she’s found the perfect mate … except he’s
an adventurer who has little interest in someone
so privileged. Determined to win his heart, Elise
becomes a fighter, and leaves the comfortable
confines of her castle to become stronger.
Most of the game consists of running various
quests. What’s unusual is that this game doesn’t
really have a traditional overworld, but rather
several small areas mapped out on a grid. Princess
Elise may not be a rough-and-ready warrior, but
she is a princess, so she can spend Pout Points for
a variety of different effects. In battle, they can be The concept is great, not only for the cutesy Playing as a bratty
used to dismiss enemies or inflict status effects; premise and charming heroine, but also for princess whose
outside of battle, they can change the terrain flipping the typical gender roles. But the gameplay world obeys her
(which affects enemies), weaken or strengthen loop is repetitive and it wears thin pretty quickly. whims possesses an
monsters, grant more experience points, and There’s not much actual story, and the only major amusing novelty.
make other changes. There are some traditional character other than Elise is the castle swordsman
dungeons, which tie in with Master of the Monster assigned by the king to secretly protect her. Only
Lair, a previous game by this developer. Battles are the DS version was released in English; the later
straightforward, though other than Elise, the only PSP port, which includes full voice acting and
other, fighter is her pet slime, which can morph some extra features, including the ability to send
into enemies to mimic their abilities. Elise down light or dark paths, is Japanese-only.
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Sigma Harmonics
Developer: Square Enix | Released: 2008 | Platform(s): DS
Kimi no Yuusha
Developer: SNK | Released: 2008 | Platform(s): DS
Role-playing games are often known for their
lengthy quests, but they’re the sort of game that
players often grow out of, just because they don’t
have time to play them anymore. SNK sought to
resolve that problem with Kimi no Yuusha (“Your
Hero”), which presents quests that can each be
completed in about 30 minutes, fitting into an
average work commute. There is a central story, of
course, and 25 episodes in total.
The game was produced by Yoshiyasu
Matsushita, known for Twinkle Star Sprites,
with artwork by Mimoli Fujinomiya, who also
worked on the PS2 sequel to Twinkle Star Sprites,
La Petite Princesse, as well as Doki Doki Majo
Shinpan, the infamous witch-touching game magician girl named Tio ostensibly being the The cute characters
for the DS that was revealed around the same main character. and well-designed pixel
time as Kimi no Yuusha. As such, most of the RPGs weren’t exactly SNK’s speciality – artwork are the key
character roster consists of lots of cutesy girls. there was Crystalis on the NES and the Samurai elements in this short,
It is, thankfully, free of Doki Doki Majo Shodown RPG, but that was about the extent of it – straightforward RPG
Shinpan’s overt creepiness, and the sprite so it’s not something they have a lot of experience meant for adults who
artwork used in battles is pretty decent. There at. The dungeons are fairly rote (although short), miss the game-playing
are 11 characters in total, of various races and the random encounter rate is a little high, and the days of their youth.
classes (the coolest are Silk, the martial artist battle system is basic. However, despite its issues,
mermaid and Haim, a vampire aristocrat), with a it is fairly fun and cutesy.
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Nanashi no Game
Developer: Epics | Released: 2008 | Platform(s): DS
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Brave Story: New Traveler
Developer: Game Republic | Released: 2006 | Platform(s): PSP
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Half-Minute Hero
Developer: Marvelous | Released: 2009 | Platform(s): PSP, X360, WIN
Sol Trigger
Developer: Imageepoch | Released: 2012 | Platform(s): PSP
The hero of Sol Trigger is Farel, the new leader
of the eponymous rebel group. They oppose the
Machine Church, a government organisation that
is using humans with the Sol ability for corrupt
ends. The game was released in 2012, in the final
years of the PSP, and was the highest-budget PSP
game developed by the company. Imageepoch,
which both developed and published the game,
claimed that it was the most ambitious game they
had ever made, with significant investment in
the game’s presentation: character design, voice
acting, soundtrack, graphics and animations. The exploration segments are limited to the Sol Trigger developer
These are indeed amazing. The script was Sol Trigger base (where you are able to interact with Imageepoch pledged
also provided by regular Final Fantasy scribe NPCs and party members, and shop) and the story- that they would save
Kazushige Nojima. related dungeons, which are pretty linear, leaving the Japanese RPG,
The gameplay shines in its battle system. a lot to be desired. The plot itself is divided into but they weren’t
Each party member has an individual SOL amount two parts. The first one defines how the second quite able to achieve
that is spent to use skills. Those skills get stronger is going to roll, based on which female character any breakout hits.
the more you use them, eventually allowing you you romanced.
to spend more SOL to power them up, enhancing Sadly, the game did not perform too well in
damage, healing, or buffs and debuffs. Depending Japan, resulting in cancellation of the planned
on which equipment you are using at the time, sequels and adaptations. Sol Trigger failed to make
a new skill may trigger for a character, if the any impact, but remained as part of Imageepoch’s
situation calls for it. short legacy.
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Last Ranker
Developer: Capcom/Imageepoch | Released: 2010 | Platform(s): PSP
Hexyz Force
Developer: Sting | Released: 2009 | Platform(s): PSP
Hexyz Force takes place in a world caught between
light and darkness. The gods of life and destruction
exist in a constant cycle of reincarnation, and it’s
up to a team called the Hexyz to climb the Tower
of Judgment and determine the fate of the world.
You can choose from two characters – Cecillia,
a female cleric, and Levant, a male knight. Their
stories are largely independent, with different
supporting casts of characters, though they join
up together for the final areas.
The heroes wield weapons called Ragnafacts,
which consume an MP-like stat called There’s an alignment system that changes Perhaps Sting
Ragnapoints. Alongside with this is a crafting depending on your actions, leading to one of three was too strongly
system whereby you can create weapons that endings. Along with the dual perspectives, this criticised for its
aren’t quite as powerful and break after a number creates a big incentive to play through the game off-the-wall titles,
of uses, but also won’t consume Ragnapoints, so multiple times. However, while the systems are well resulting in Hexyz
they’re still fairly useful. There’s a rock-paper- put together, most everything about Hexyz Force is Force, which plays
scissors elemental system, and weapons can fairly typical, which is disappointing, considering it shockingly safe.
be improved using Force Points obtained after that Sting games are typically known for their
battle. If you overkill enemies, you can obtain eccentricities. It features the same artist (Sunaho
more goodies after fights. Characters also have Tobe) as the rest of the Dept. Heaven games, but
individual special attacks, called Force Bursts, it’s not part of the series. The game is nothing
which are shared among the party members and special, but it does have a minor character named
build power over consecutive battles. Bigabu Beaze, so that counts for something.
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Chaos Rings
Developer: Media.Vision | Released: 2010 | Platform(s): IOS, AND, PSV
Crimson Shroud
Developer: Level-5 | Released: 2012 | Platform(s): 3DS
Level-5’s most interesting 3DS software was its
auteur Guild project, which attached different
game designers to small-scale games within a
larger collection, each also released as an eShop
stand-alone. This example, Crimson Shroud, is
an RPG by Yasumi Matsuno of Ogre and Ivalice
fame, once again working with Hitoshi Sakimoto
and Alexander O. Smith. Matsuno uses the smaller
budget to style the game as a virtual table-top play
session. Characters and enemies are presented as
figures placed on top of dioramas. Scene-setting
text and sound plays whenever a room is entered, when using the right elements. All character Crimson Shroud
giving the game a bit of a sound-novel vibe too. improvement is done through better gear instead was released in
The tale focuses on a group of mercenaries of level-ups. Melding two pieces of equipment Japan as part of the
tasked with finding a monk in a palace ruin. strengthens them further. Equipment comes with Guild01 compilation,
It might also house the First Gift, a powerful artefact some skills; others are learned after battle. Certain which also included
that brought magic into the world. There are twists actions even rely on the player literally throwing Grasshopper’s
and revelations later on, while most of the early text dice via the touch screen. Fights can get rather Liberation Maiden.
is loaded with lore and world-building. tough, and drag on.
Crimson Shroud sports only about a dozen These unique systems, and the strong
fights during its four chapters. Yet the underlying narrative and atmosphere, made Crimson Shroud
systems are deep, possibly even overkill, for such one of the best-rated Guild games, frequently
a short game. Success relies heavily on buffing popping up in recommendations for eShop games
and status ailments. There’s a combo system to play.
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Fantasy Life
Developer: Level-5 | Released: 2012 | Platform(s): 3DS
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Ar tonelico
Developer: Gust | Released: 2006 | Platform(s): PS2, PS3, PSV
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Hyperdimension Neptunia (series)
Developer: Compile Heart | Released: 2010 | Platform(s): PS3, PS4, PSV, WIN
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Fairy Fencer F
Developer: Compile Heart | Released: 2013 | Platform(s): PS3, PS4, WIN
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Death end re;Quest
Developer: Compile Heart | Released: 2018 | Platform(s): PS4, WIN
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The Caligula Effect
Developer: Aquira | Released: 2016 | Platform(s): PS4, PSV, NSW, WIN
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Octopath Traveler
Developer: Square Enix | Released: 2018 | Platform(s): NSW, WIN
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I am Setsuna
Developer: Square Enix/Tokyo RPG Factory | Released: 2016 | Platform(s): PS4, NSW, WIN
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Lost Sphear
Developer: Square Enix/Tokyo RPG Factory | Released: 2018 | Platform(s): PS4, NSW
Oninaki
Developer: Square Enix/Tokyo RPG Factory | Released: 2019 | Platform(s): NSW, PS4, WIN
The third release from Tokyo RPG Factory saw
old-school Square veteran Takashi Tokita come
aboard as creative producer, and the result was a
more intimate piece that refreshingly broke from
its predecessors’ devotion to the 16-bit era.
Oninaki, a contraction of “Oni no Naku
Kuni” (“Country where Ogres Cry”), is an action
RPG set in a world that worships the cycle of
death and rebirth. Kagachi is a Watcher, a sort of
government-sanctioned exorcist detective, tasked
with solving cases in which the cycle finds itself
threatened. Each chapter focuses on a different in hack-and-slash and evasion, while others Oninaki shifts
case, in which Kagachi helps regretful spirits sever found later wield scythes for crowd control, twin gears, being more
their bonds with the mortal realm, or tracks down firearms for distance combat, and so on. Daemons of an action RPG,
a criminal seeking to subvert the cycle to their own are upgraded using materials awarded through and brings with it a
ends. Eventually, Kagachi finds himself on the trail combat, which unlock additional attacks as well as spark of excitement
of a supernatural killer targetting other Watchers. memories of each Daemon’s tragic past. missing from
To aid him in his duties, Kagachi is Oninaki’s solemn tone doesn’t always hit the the developer’s
accompanied by Daemons, the lingering spirits of mark; for every monologue extolling appreciation previous works.
legendary warriors. Daemons allow the Watchers of life’s fleeting nature, there’s a quest in which
to freely travel between the mortal and spirit you help euthanise a depressed person. Still, for all
realms, and also bestow the mystic weapons its flaws, Oninaki is Tokyo RPG Factory at its best,
capable of banishing corrupted spirits. Kagachi and proof that it can be more than its unfortunate
starts out with Aisha, a katana expert specialising studio name suggests.
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Omega Quintet
Developer: Compile Heart | Released: 2014 | Platform(s): PS4, WIN
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Dragon Star Varnir
Developer: Compile Heart | Released: 2018 | Platform(s): PS4, WIN
Lost Dimension
Developer: Lancarse | Released: 2014 | Platform(s): PS3, PSV, WIN
A substantial amount of the world has been
devastated, thanks to a mysterious terrorist called
The End, who inhabits a five-floor tower called the
Pillar. A group of young adult psychics, part of a
group called S.E.A.L.E.D., is sent in to stop him
before he can cause any more damage. However,
among the team’s eleven members, five are actually
traitors. The rub is that, outside of the first time
you play, the traitors are randomised thus they’re
different for every player.
Every time you ascend to a new layer of
the Pillar, one of your party members must be This is pretty cool idea, reminiscent of the Some of the 11
sacrificed, decided by a vote among your squad; Danganronpa games, in that there are a bunch characters that
obviously, the goal is to sacrifice one of the traitors. of mildly eccentric characters set up in a hostile form your squad
Sho, the protagonist, can use his precognition environment, but a little more interesting, since in Lost Dimension
abilities to suss out the suspicious thoughts that the narrative isn’t set in stone. However, the rest are interesting, and
will give away the traitor’s identity. But it’s not that of the game could use some work. The battles it’s a bummer when
easy, as you can’t just point your finger: you need are played out in gridless SRPG fashion, allowing one you like ends
friends on your side so they’ll vote your way. So characters to move around the field, but these up betraying you.
you need to build up your relationships by fighting sections are largely devoid of any actual strategy,
alongside them, so they’ll follow your lead. Once since the stages are so dull. Friendly characters
you reach the last boss fight, the traitors will will join your attacks, so it’s easy to overwhelm the
reveal themselves (if there are any left) before the foes. The setup is great, but the overall plot just
climactic encounters. never reaches its potential.
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Action
RPGs
When computer RPGs first came about, they could The balance between “action” and “RPG” is
be divided into “turn-based”, in which your heroes often a difficult one. One of the main draws of RPGs
attacked following your selection of commands is that, theoretically, anyone can play them, and
from a menu, or “action-based”, in which you any challenges can be overcome either by growing
directly controlled your character and could walk stronger or by figuring out a new strategy. On
up to your foes to do combat. Of course, in the old the other hand, action games are primarily about
days, this generally just amounted to pushing your reflexes, pattern recognition, and other skills that
hero up against an enemy and letting math dictate more typically apply to arcade games. Assorted
how much damage was done, as seen in games like games try to blend these elements with varying
Dragon Slayer and Xanadu. As the games became levels of success. Secret of Mana, for example, gives
more advanced, they began to provide more each attack a cool-down, so you need to wait a few
control over the characters, so defeating an enemy seconds between attacks, giving it sort of a turn-
required some level of skill, beyond just your stats. based feeling even though everything else works in
One of the earliest, or at least most popular, of this real-time. The aforementioned Ys series basically
style was the Hydlide series, which was still fairly has experience gates, where you need to be at a
basic; there were also the Ys games, which were certain level or have specific equipment, or else
slightly more advanced, but still mostly revolved you’ll be slaughtered by the enemies, regardless of
around slamming characters into one another. your action gaming skills.
Both of these series were discussed earlier, This style of 2D RPG started to disappear
in the “Early PC JRPGs” section, so for this action in the 32-bit era, not only as games transitioned
subsection, we’re starting off with The Legend to 3D, but as games from other genres began to
of Zelda for the original NES. There’s still a lot of weave RPG elements into themselves, like currency
debate as to whether Zelda constitutes an RPG, and or growth systems. Most of the results can’t really
we’ll certainly get to that, but there’s no doubt that be called RPGs, although as usual, there’s a fine
it’s the ancestor of many, many action RPGs that line. We’ve included Kingdom Hearts, which was
appeared on 8- and 16-bit console platforms. Some basically descended from the Mana series, which
of these are pretty blatant Zelda clones, but others definitely qualifies it, but we’re also including some
add traditional RPG elements, like experience borderline cases, like the Nier duology, as well as
points and larger amounts of equipment, so that the expansive Yakuza series, which incorporates
they’d definitely qualify. Most of these games use many JRPG elements. There’s also a look at the
an overhead perspective, again like Zelda, but SoulsBorne games – that is, the series of games
some use a side-scrolling perspective. Sometimes by FromSoftware that includes Demon’s Souls,
the “Metroidvania” moniker is fitting, too, so we’ll Dark Souls, and Bloodborne, which also inspired
be looking at some of the Castlevania and Wonder a whole bunch of other similar games; we also look
Boy titles. Some of the more popular 16-bit games at their predecessors, like King’s Field. We’ve also
came from Quintet, itself a company created by included some ’80s and ’90s arcade games that
former Falcom members. borrowed various RPG mechanics or aesthetics.
FromSoftware’s
SoulsBorne series,
including Dark Souls
and Bloodborne,
remains one of the
most internationally
recognised action RPGs
on the market today.
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The Legend of Zelda (series)
Developer: Nintendo | Released: 1986 | Platform(s): NES, SNES, GB, N64, GC, GBA, WII, NSW and more
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There are weapons, shields, and defence playing elements, even in the modern definition. Zelda II was a huge
enhancements, but they are sparse. There is Since it is so different, it’s not popular with series shift in gameplay, but
no experience-based levelling system, so Link fans, but as an 8-bit action RPG, it’s excellent. on its own merits,
grows more powerful by finding equipment Combat is challenging but rewarding, and while it is a fantastic, albeit
via exploration or puzzle solving rather than is difficult, it’s not really much harder than many difficult, game. The
through combat. Games throughout the ’90s, other games of the era, and it’s less obscure than Japanese artwork is
including those inspired by Zelda, added a much games like Castlevania II or Legacy of the Wizard. less distinguished
larger variety of combat equipment, or more After the Nintendo 64 era, most Zelda games than its overseas
elaborate magic systems, or experience systems, patterned themselves after A Link to the Past or counterpart, but
while the Zelda games, for the most part, didn’t. Ocarina of Time. However, with the 2017 release more indicative of the
And while Zelda stories started to become Breath of the Wild, Nintendo finally decided main character, Link.
more complex, with Ocarina of Time for the to drastically rework the formula, taking more
Nintendo 64, they still weren’t quite as involved inspiration from open-world games like The Elder
as games like Final Fantasy, or even Dragon Scrolls. The template changes so that Link can
Quest. So again, the popular understanding of approach the game’s main tasks in almost any
what “RPG” meant evolved, but Zelda didn’t order. Large dungeons were replaced with smaller
evolve with it. And such RPG elements as did shrines, which consisted of optional challenges,
exist were so simplified as to no longer qualify. allowing you to increase either your health or your
The exception here is Zelda II: The Adventure stamina (your running and climbing abilities).
of Link for the NES, a massive departure from The equipment system is far more complex, as
the original game. It was obviously influenced almost every weapon or piece of armour will break
by Dragon Quest, including a similar-looking after use, requiring constant recycling of things
overworld, which is combat-free, used solely for dropped by enemies. There’s also an elaborate
travel. Whenever you enter towns, caves, or castles, crafting system, allowing you to create items that
or encounter a foe on the overworld map, the game will temporarily boost your abilities or allow you to While consistently
switches to a side-scrolling perspective for the survive in harsh weather. Though the story is still successful, the
action. Unlike the original game, Zelda II has towns, sparse, compared to more cinematic games, and Zelda formula was
as well as an experience system, so you can upgrade there still aren’t numerical stats, there’s no doubt getting a bit long
your health, magic, or attack power. Armour and that this added complexity puts the game more in the tooth as the
sword upgrades are not present, but there is a firmly into the “role-playing” category. years went on, so
relatively wide assortment of magic spells. The But, ultimately, it comes down to marketing. the reinvention with
dungeons, now represented as castles, are gigantic Nintendo itself is inconsistent about what to the Wii U/Switch
mazes focused on combat and exploration – unlike call the game, but it seems that from their release Breath of the
the original, there is no in-game map – rather than perspective, RPGs are for RPG fans, but Zelda Wild was met with
puzzle-solving. All of these are still considered role- games are for everyone. widespread applause.
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Final Fantasy Adventure
Developer: Square | Released: 1991 | Platform(s): GB, GBA, MOB, PSV
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Secret of Mana
Developer: Square | Released: 1993 | Platform(s): SNES, PS4, PSV
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Trials of Mana
Developer: Square | Released: 1995 | Platform(s): SFC, NSW, PS4, WIN
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Legend of Mana
Developer: Square | Released: 1999 | Platform(s): PS1
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Children of Mana
Developer: Square/Nex Entertainment | Released: 2006 | Platform(s): DS
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Dawn of Mana
Developer: Square | Released: 2006 | Platform(s): PS2
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Kingdom Hearts (series)
Developer: Square Enix | Released: 2002 | Platform(s): PS2, PS3, PS4, XB1, PSP, DS, 3DS
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The first Kingdom Hearts title was released in having pledged himself to serve Maleficent. Sora is The screenshots
2002 for the PlayStation 2. The story follows Sora, able to defeat Riku and Maleficent and restore Kairi’s pictured here are
a young boy who lives on the Destiny Islands with heart, only to learn that a powerful figure known from Kingdom
his friends Kairi and Riku. The trio longs to leave as Ansem has been pulling the strings all along. Hearts 1.5 for the
the islands and explore new worlds together, but Despite the odd premise of blending Final PlayStation 4, which
before they get the chance, the islands are attacked Fantasy with Disney properties, the initial has revamped HD
by creatures known as the Heartless. Kairi and Kingdom Hearts was a massive success. Square’s visuals, though it’s
Riku both disappear in the attack, and Sora wakes visual artists have always been some of the best still a PS2 game at
up in a place called Traverse Town. There, he meets in the business, and it’s one fantastic-looking heart, with all of
Donald and Goofy, who have been sent by King game in both its anime-styled original characters the technical and
Mickey to find the Key to fighting the oncoming and the animation of the Disney characters. design constraints
evil. As Sora is the person chosen to wield the It actually does successfully weave together that entails.
powerful weapon known as the Keyblade, Donald the more serious elements of Square’s big RPG
and Goofy follow him as he searches for Kairi and franchise with Disney’s trademark whimsy.
Riku, with the Disney duo hoping to track down The voice acting is also excellent, as most of the
Mickey himself. Also playing an important role is actors from the films return to reprise their roles
Yen Sid, the long-bearded wizard who made his (with a few substitutes, like Dan Castellaneta filling
debut in The Sorcerer’s Apprentice. in for Robin Williams as the Genie). Probably the
While the biggest emphasis is placed on most unusual one is NSYNC member Lance Bass
Disney characters, there are also assorted Final as the voice of Sephiroth, who appears as one
Fantasy cast members who pop in and help the of the super-powerful bosses in the Coliseum.
plot move along. Tidus, Selphie, and Wakka appear Mega J-Pop star Hikaru Utada was also tapped
as kids on Destiny Islands, while Aeris, Yuffie, to provide the vocal theme songs, including both
and Squall (now older and going by the name English and Japanese versions.
Leon) appear in Traverse Town. Cid from Final The biggest sticking point, though, is the
Fantasy VII also appears as a shopkeeper, and will battle system, with an often-wonky camera and
help tune up your Gummi Ship. While nice fan a frustrating difficulty curve that often spikes
service, their appearances often feel arbitrary, as severely during boss battles. The environment
if their dialogue could’ve been given to any other design is also pretty bad. Many areas are confusing
character and it wouldn’t have made a difference. It to navigate, and directions are often vague,
is the first time you hear voiced dialogue for many requiring that you run around the same locations
of these characters though. Other Final Fantasy until you figure out what trigger you’re supposed
conventions are used, particularly spell and item to hit. The lack of an in-game map makes things
names. The currency, however, is Munny, spelled even more difficult.
like “hunny” from Winnie the Pooh. The game was re-released in Japan in
Travelling through the worlds of Alice in December 2002 as the Final Mix edition, which
Wonderland, Tarzan, Aladdin, Hercules, The included some new, optional bosses that had
Nightmare Before Christmas, and more, Sora and been added in for the first international edition, as
pals eventually find their way into Hollow Bastion, well as a fight against the “Unknown Man,” which
where Maleficent resides. There, Sora finds both foreshadowed the events of the planned sequel.
Kairi and Riku – Kairi in a comatose state, and Riku The game would be remastered in HD as part of
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Kingdom Hearts 1.5 HD Remix in 2013, which also in an attempt to make them more enjoyable for the Kingdom Hearts II
marked the first international release of the Final player. The adjustments made them more like a rail ramps up the plot
Mix edition. shooter than a shoot-’em-up, and once the route to complexity, adding
Kingdom Hearts II was released just a few a world is opened, it’s not necessary to do the travel in a new protagonist
years later, in 2005, on the PlayStation 2. While portion again. The combat and camera have also named Roxas, and
the first game focused on the power of the seen improvements, and there is now, thankfully, also sending Sora,
Heartless, this sequel introduces the concept of the an on-screen minimap. Donald, and Goofy
Nobodies. When a strong-hearted person becomes Kingdom Hearts II is a step up in most ways. to unusual worlds
a Heartless, they also leave behind a Nobody – the The only real sour note is the prologue in which based on Tron and
“empty shell,” so to speak, after the presumed you play as Roxas: it drags on for hours, and there’s The Pirates of the
main part of their personality becomes a Heartless. no need for it to be so protracted. The escalating Caribbean.
Kingdom Hearts II features numerous Nobodies complexity of the plot is also a point of contention,
as part of the plot; the main group of antagonists, especially considering the first game was a (mostly)
Organization XIII, consists entirely of them. self-contained goofy crossover game.
Picking up roughly a year after the events of It, like the first game, received a Final Mix
Kingdom Hearts, the game begins with the player edition, exclusive to Japan, in March 2007, which
in control of a new character, Roxas. It’s not initially included a new secret movie to unlock, additional
clear who Roxas is, except that he has some kind battles, and more. It also included a PS2 remake
of connection with Sora. When Roxas wakes up of Chain of Memories. This edition wouldn’t
Sora in Twilight Town, he meets Mickey and Yen see release outside of Japan until the 2014 HD
Sid, who task him with uncovering Organization remaster, Kingdom Hearts HD 2.5 Remix.
XIII’s plans. The story continued and expanded through
Sora once again travels to different Disney- a handful of other titles across various platforms,
inspired worlds, some old, many new – including which fleshed out the plot and set the stage
Mulan, The Pirates of the Caribbean, Tron, and for the final confrontation with Xehanort and
even the classic Steamboat Willie short – where he Organization XIII. Many of these recycle music or
must contend with the Organization, the Heartless, locations from previous games, so they don’t always
and Disney villains. The party also learns that the feel new, even if the plot elements are essential to
“Ansem” they fought at the end of the first game understanding the overall story.
was an imposter, and was really named Xehanort; Chain of Memories was the first of these,
the Organization’s leader, Xemnas, is Xehanort’s arriving in 2004 for the Game Boy Advance before
Nobody, and plans on summoning Kingdom later being ported to the PlayStation 2 as part of
Hearts to capture its power. the Kingdom Hearts II Final Mix, and released
Kingdom Hearts II features roughly the same separately as RE: Chain of Memories in North
gameplay style as the original, with some added America. The novelty of the Game Boy Advance
elements. These included the Drive Gauge, which version is that it’s the only 2D entry in the series,
can be used to transform Sora into a special Drive and it’s interesting to see the characters rendered
Form that boosts certain combat abilities and as sprites. From a storyline standpoint, this is an
allows him to wield two Keyblades at the same interpolation, taking place between the events
time. The Gummi Ship portions were also reworked of the first and second numbered titles, and
in response to criticism from the first game, served to introduce many elements that would
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Chain of Memories
for the GBA has
been remade for the
PlayStation 2 (and
ported elsewhere),
though the original
version has some
decent sprite visuals.
be later expanded upon in Kingdom Hearts II primarily focuses on puzzle-solving, with some
– in particular, Organization XIII. action RPG elements built in. The story is focused
In the game, Sora continues down the road on Jiminy Cricket’s record of Sora’s journeys;
on which we left him, Donald, and Goofy at the there’s a line he does not recall writing, “Their
end of the first title, and eventually they stumble hurting will be mended when you return to end
upon Castle Oblivion. There, they are shocked to it,” bothers him, leading King Mickey to digitise
learn that entering the castle has cost them their the entire journal, at which point they discover
battle memories; they also meet a hooded figure that it’s been corrupted. The journal’s contents are
who explains to them that if they travel deeper into then explored by virtual versions of Sora and Riku,
the castle, they will continue to lose memories, who try to purify them. The game was originally
but will gain new ones. Sora begins to remember a intended to exist outside of the Kingdom Hearts
girl named Namine, an old friend of his, who, he is chronology, but in the end its final chapters were
told, is being held prisoner in the castle. During his reworked into the next few games. Nomura had
explorations he faces off against several members designed the game with mobile platforms in mind,
of the Organization, as well as a replica of Riku. wanting to create a spinoff that played differently.
The “Reverse/Rebirth” portion of the game stars The end result was generally referred to as
Riku, who must fight his way up through the “skip-worthy”, with frustrating controls and a
castle from its basement after being transported confusing story.
out of the realm of darkness. Riku must not only Kingdom Hearts 358/2 Days was released on
battle the Organization, but has to deal with the the Nintendo DS in 2009. Focusing on the story
lingering darkness within him after the events of of Roxas and his time spent in the Organization
the first game. before reuniting with Sora, it sees Roxas inducted
Chain of Memories is well known for its into the Organization as its 13th member, and he
polarising card-based battle system, with all forms fast friendships with Axel and Xion, two
attacks, items and magic being limited to what Sora other Nobodies. As they continue to bond, Roxas
happens to have in his deck at the time. Combining and Xion both experience odd visions of Sora and
cards can create powerful combo attacks. Sora is begin to question the nature of their existence.
allowed to customise his deck throughout his KH: 358/2 Days was developed by the studio
story, while Riku’s deck is locked. The game was h.a.n.d., with Square Enix overseeing development.
the least successful in terms of sales, though it Roxas was chosen as the game’s main character, as
received mixed to positive reviews. Nomura believed that having someone other than
The next entry, Kingdom Hearts Coded, Sora would be an interesting choice for the first
debuted in 2008 and was released in episodic DS title, and that his time with the Organization
format for the NTT DoCoMo phone, exclusively (as well as what specifically drove him to leave)
in Japan until early 2010. It was later remade was worth exploring further. The game received
as Kingdom Hearts Re:coded for the Nintendo generally positive reviews, though the control
DS, releasing internationally in 2011. This game scheme and story were both noted as being in
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need of improvement, and it became one of the in order to defeat the darkness. They are sent to Kingdom Hearts:
better-selling Nintendo DS titles of 2009. The “sleeping” worlds that have been destroyed by Birth By Sleep
game was also dedicated to the memory of Heartless, and must each unlock different keyholes introduces even
Wayne Allwine, the longtime English voice of to restore the light to these worlds. Also making an more characters
Mickey Mouse – the game is his last to feature his appearance here is Neku Sakuraba, not the Final into the ever-
performance as Mickey. Fantasy character, but rather from the Square Enix expanding roster
The prequel title Birth By Sleep debuted on game The World Ends With You, which Tetsuya of protagonists.
the PlayStation Portable in 2010. The game Nomura oversaw as a creative director. Meanwhile, 358/2
introduces players to a new trio of characters, Control alternates between Sora and Riku, Days focuses more
Terra, Aqua, and Ventus, all of whom study the based on the Drop gauge, which depletes over on the backstory
Keyblade under Master Eraqus and are striving to time. There are various new attacks, including the of Roxas.
protect the many connected worlds from creatures Reality Shift, which lets you finish off enemies with
called Unversed, in addition to dealing with their touch-screen mini-games. Also included is the
personal strife. Terra, after failing to achieve the ability to recruit enemies, here called Dream Eaters,
Mark of Mastery, falls under the influence of who can be customised and will fight alongside
Xehanort. Aqua hopes to destroy the Unversed and you in battle.
counter the darkness in Terra’s heart, but ends up After these three console entries, the series
discovering the deeds that Terra has committed. continued with the Japan-exclusive Kingdom
Ventus decides to chase after Terra, but he comes Hearts χ and its international version, Unchained χ
to blows with the mysterious Vanitas (who is also (later rebranded as Union X). This expanded the
the source of the Unversed). The three stories come universe of the franchise with a new prequel story,
together in the end, with the trio reuniting in a taking place before the Keyblade War, with cutesy
place known as the Keyblade Graveyard. 2D sprites in a web browser/mobile phone RPG.
Birth By Sleep’s development began in 2005, Three collections of games have been
originally for the PS2. The game was then shifted released. The “main” games received ports, while
to the PSP in order to make use of the handheld’s the less important entries are represented only by
multiplayer functionality. Nomura has generally cutscenes and little bits of text that help fill in the
referred to Birth By Sleep as “Episode 0”, as the blanks. The first, Kingdom Hearts HD 1.5 Remix,
game has the scope of a numbered title, and indeed contains remastered versions of Kingdom Hearts
a high-impact plot. The battle system has also been Final Mix and Re:Chain of Memories, plus high-
tuned up to feature combos and regenerating skills. definition cutscenes from 358/2 Days in “theatre
Each of the characters plays differently too – Aqua, mode”. Kingdom Hearts HD 2.5 Remix contains
for example, can target-lock multiple enemies and HD ports of Kingdom Hearts II Final Mix, and
shoot projectiles. Birth By Sleep Final Mix with Re:coded included as
Kingdom Hearts 3D: Dream Drop Distance cutscenes only. These were initially released for the
was released for the Nintendo 3DS in 2012, and PlayStation 3, and later ported to the PlayStation Dream Drop Distance
focuses on Sora and Riku as they both take the 4. The games themselves are largely untouched (3D, get it?) focuses
Mark of Mastery exam in preparation for the final outside of the HD makeover, widescreen aspect again on Sora and
showdown with Xehanort. It’s believed that passing ratio, and 60 FPS frame rate. Kingdom Hearts Riku, and even brings
this exam will give them the power necessary to 2.8 Final Chapter Prologue came out in 2017, in Neku from The
rescue various allies (such as Terra, Aqua and Ventus) with an HD remaster of Dream Drop Distance, World Ends with You.
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the cinematic Kingdom Hearts X Back Cover, through time in order to reach her, before The bafflingly named
and 0.2: Birth by Sleep – A Fragmentary Passage, returning to the Destiny Islands and vanishing. The Kingdom Hearts
a short new entry in which the player controls second takes place a year after Sora disappears, II.8 Final Chapter
Aqua as she traverses the realm of darkness. This with his allies searching for him, ending with Prologue includes a
was created on the Unreal Engine 4 as a prelude Yen Sid believing that Riku could find him. The short, original game
to the type of visuals that would be seen in third features Sora facing off against Yozora (a focusing on one of
Kingdom Hearts III. All three collections were later character seen earlier in a game-within-a-game in the characters from
packaged together as The Story So Far for the PS4 the Toy Story world, appearing as somewhat of an Birth by Sleep.
in late 2018. amalgamation of Nomura’s many Final Fantasy
After years of anticipation and many designs) in Shibuya in Tokyo. Kingdom Hearts III
intervening non-numbered entries, Kingdom received pretty positive reviews, and perhaps due
Hearts III was finally released in January 2019, to the long wait for it to release, sold gangbusters
concluding what Nomura called the “Dark Seeker upon its arrival, shifting more than five million
Saga”, which began with the first PS2 title. The copies in its first week – making it the fastest- and
hack-and-slash combat from the other numbered best-selling title in the franchise.
entries returns here, and is expanded upon again In January 2020, Nomura said that “more
with new form changes and situation commands, time” would be needed before the next main entry
and by enlarging the party size to five possible in the series, which will presumably be starting
members at once. Sora can now also summon a new story, now that the Dark Seeker Saga
Disney theme park rides as special attacks, such has concluded. That said, a new mobile game,
as the Mad Tea Party and Big Thunder Mountain Kingdom Hearts Dark Road, from the developers
Railroad. New Disney worlds featured include those of Union, will focus on Xehanort and his backstory.
based on Big Hero 6, Tangled, Frozen, Toy Story, Plus, a rhythm game called Melody of Memory was
and Monsters, Inc. The visuals have seen a massive released in 2020.
improvement, especially considering that all of What started as an oddball crossover
the previous games were operating either on the between classic Disney characters and Final
level of the PlayStation 2 or that of various weaker Fantasy has evolved into its own beast over the last
portable platforms. two decades. Garnering a legion of dedicated fans,
A DLC expansion, Re Mind, was released in Kingdom Hearts has included manga and novels
early 2020. It contains three episodes: “Re Mind”, in addition to the numerous games, and regardless
“The Limitcut Episode”, and “The Secret Episode”. of what story may come next, you can bet that the
The first explores Sora’s rescue of Kairi; he travels fanbase will still be there to support it.
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Soul Blazer
Developer: Quintet | Released: 1992 | Platform(s): SNES
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Illusion of Gaia
Developer: Quintet | Released: 1993 | Platform(s): SNES
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Terranigma
Developer: Quintet | Released: 1995 | Platform(s): SNES
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The Granstream Saga
Developer: Shade | Released: 1997 | Platform(s): PS1
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Castlevania (series)
Developer: Konami | Released: 1986 | Platform(s): NES, SNES, GEN, GB, PS1, GBA, PSP, DS and more
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Monster World (series)
Developer: Westone | Released: 1987 | Platform(s): ARC, SMS, GG, GEN, WIN, PS4, NSW, XB1
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Brave Fencer Musashi
Developer: Square | Released: 1998 | Platform(s): PS1
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Threads of Fate
Developer: Square | Released: 1999 | Platform(s): PS1
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Princess Crown
Developer: SEGA/Atlus | Released: 1997 | Platform(s): SAT, PSP, PS4
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Odin Sphere
Developer: Vanillaware | Released: 2007 | Platform(s): PS2, PS3, PS4, PSV
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Dark Cloud (series)
Developer: Level-5 | Released: 2001 | Platform(s): PS2
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Rogue Galaxy
Developer: Level-5 | Released: 2005 | Platform(s): PS2
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Rune Factory (series)
Developer: Neverland | Released: 2006 | Platform(s): DS, 3DS, PS3, WII, NSW
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is in danger of falling on the town, and is tasked Rune Factory 4 returns to the formula Originating on
with restoring the runes inside of it in order to of a main character with amnesia, a condition portable platforms,
keep it afloat. contracted after they arrive in the town of Selphia the visuals are a
Rune Factory 2 and Rune Factory 3 feature by falling out of an airship. The protagonist little simple, but the
the same premise as the first numbered title, with (who can be either a boy or a girl in this title) is character designs
an amnesiac male protagonist wandering into a immediately mistaken for a royal personage who radiate charm.
town, meeting a pretty young woman, and being was supposed to come to Selphia and help run
tasked with bringing the town’s farm back to its the town. Though the mistake is uncovered when
former glory and productivity. In Rune Factory 2, the actual prince, Arthur, arrives, he is happy to
the player character Kyle is focused on rebuilding let the player take over his job. From there, the
the town’s school, and upon regaining his protagonist is tasked with gaining the villagers’
memory, he leaves his family in the middle of the trust, helping to attract tourists by adding events
night. His child later learns that Kyle went off to to the calendar, and other town-running duties.
seal away the dragon Fiersome, merging himself They also must uncover the dangers lurking in
with the beast to restrain its powers. In Rune nearby caves and dungeons, with many of the boss
Factory 3, the protagonist Micah discovers that monsters reverting to human form once they are
he’s actually half monster, and uses the resulting defeated, then moving into town.
abilities to help reunite multiple factions, in order Unlike the previous games, Rune Factory 4
to restore peace to the land and help the large runs at 60 frames per second, as Hashimoto wanted
Sharance Tree bloom again. to make sure that the farming aspects of the game
Rune Factory: Tides of Destiny departs from felt as satisfying as possible – that pulling crops
the formula set by the series at this point, giving out of the ground would be felt immediately – and
players the chance to control two main characters, to give the player a greater sense of control. The
Aden and Sonja. The pair one day wake up to learn game also focused more strongly on the romance
they’ve been cursed: they’re now sharing one body, aspect, with Hashimoto wanting the overall theme
and find themselves on the strange Fenith Island. of the game to be “passionate love”. Accordingly,
After getting over their initial confusion, they the game features more variety in dating events
travel the world on the back of a large creature and in the bachelors and bachelorettes themselves.
named Ymir, who can raise sunken ships, as well These additions contributed to the game’s success,
as islands, from the sea. Some of these islands with Rune Factory 4 becoming, so far, the best-
contain monsters to fight, and mysteries to solve. selling title in the franchise.
Aden and Sonja also uncover a plot led by the This fantasy spin on the typical farm
Masked Man to use the Wind Priestess’ body to simulation game has been a boon for publisher
become a god. Of the Rune Factory titles, Tides Marvelous, as the Rune Factory titles have generally
of Destiny has the most RPG elements and by far been received very well – especially in comparison
the heaviest plot, though it maintains the farming to the Bokujo Monogatari games, which have seen
gameplay of the other titles. more mixed reception as of late.
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King’s Field (series)
Developer: FromSoftware | Released: 1994 | Platform(s): PS1, PS2, PSP, WIN
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Evergrace
Developer: FromSoftware | Released: 2000 | Platform(s): PS2
Eternal Ring
Developer: FromSoftware | Released: 2000 | Platform(s): PS2
While FromSoftware’s Evergrace was released
only a few weeks after the Japanese launch of
the PlayStation 2 in 2000, their first PS2 title,
Eternal Ring, was out on day one. As Cain Morgan,
the player travels to the so-called Island of No
Return in order to find a powerful magical ring.
In comparison to King’s Field, the game has a
larger emphasis on magic, thanks to the central
ring mechanic, and due to a rather limited
choice of weapons, mêlée attacks are more of an
afterthought. Instead, Cain relies on magical rings
that are crafted using basic rings and elemental
gems of varying quality – all there to be found
across the island. Some of these crafted rings designs don’t do the game any favours. Like its As one of the first
affect the hero’s stats, some enable offensive or cousin Evergrace, Eternal Ring supports the PS2 RPGs released on
support actions, some grant passive effects. The controller’s analogue buttons for movement and the PlayStation 2,
ring system is pleasantly complex and essential for attack power, but the feature feels more gimmicky this King’s Field-
success; with ten equipment slots for these rings, than useful. The whole game feels rather stiff, adjacent title feels
the game allows for many different approaches. especially in cutscenes. FromSoftware made a obviously rushed.
After three episodes of King’s Field, good call in not making their PS2 debut a part of
FromSoftware had a good deal of experience the King’s Field series. Eternal Ring is not a bad
with action RPGs played from a first-person view, game, but like so many early releases, it just feels
and the PS2’s tech allows for a smoother frame rushed and sloppy; it doesn’t reach the level of
rate and a higher resolution, but the often bland quality later offered by the excellent King’s Field IV.
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SoulsBorne (series)
Developer: FromSoftware | Released: 2009 | Platform(s): PS3, X360, PS4, XB1, WIN, NSW
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The SoulsBorne
games, as they’re
nicknamed, can be
quite intimidating,
but are also gratifying
in a way that other
action games aren’t.
2. Solve the Mystery. SoulsBorne’s approach engine, there’s no such thing as cheating within
to storytelling is indirect and vague. The bones of SoulsBorne. Trap a foe behind a door and go to
the plot are there, though you may not be privy to town on it; plink at a dragon’s tail at a distance;
your role within the world. Cryptic clues are given watch a video tutorial or summon another player
away by NPCs, and many of the more revealing to figure out how to beat that flying centipede
details are contained within item descriptions. boss; or even just grind up a few extra levels.
These snippets, if engaged with, position the If you still find yourself beating your head against
player as a detective or archaeologist seeking to the same fight with no progress, you can usually
put together a fuller picture of what happened go challenge another area and come back later.
before they arrived. There’s no canonical Or you can just stop for the night, and come back
explanation, either, enticing the player to interpret in the morning with a fresh set of nerves. Stick
things as they wish. Miyazaki himself has stated with it, play how you want to play, and don’t beat
that he longed to create a game with an impact yourself up, and SoulsBorne is an immensely
like that of the original Legend of Zelda, in which satisfying experience.
players shared their knowledge through word of 5. Fashion it Up. Each weapon, shield, and
mouth, and attempted to solve mysteries together. piece of armour or clothing, from hats to boots,
Judging by the numerous forums, wikis, and has not only its own characteristics but also its
fan communities that have sprung up around own unique appearance. Is there a nun’s habit you
SoulsBorne, he apparently succeeded. think you’d look especially fetching in? Give it a go
3. Engage in Jolly Cooperation. With – it just might boast a high poison resistance. No
the exception of 2019’s Sekiro (another action poison around? That’s OK too – “Fashion Souls”
game from FromSoftware that has far fewer are part of the appeal of the series as a whole.
RPG characteristics than its siblings), each With so much equipment to find, there are endless
SoulsBorne title encourages players to engage combinations of outfits available. You’re going to
with each other online. They can summon help want to look your best when invading another
against a particularly challenging boss from a player’s world, after all.
friend or a charitable stranger, or they can opt A question commonly argued over is: can
to be summoned to help another player in turn. SoulsBorne be classified as a JRPG? The answer
And that’s to say nothing of the Player vs. Player is a resounding yes. Though each title may bear
systems, in which a more mischievous player can the trappings of Western fantasy, it’s interpreted
invade another’s world; whoever kills who receives through a distinctly Eastern lens, with an approach
a big bonus, bragging rights, and possibly a nasty to side quests and secrets found more often in
message from a less mature player. Japanese games. The JRPG is a broad category
4. Don’t Give Up. From its gigantic, that’s seen constant evolution since its advent.
screeching bosses, to its precarious walks across Dark Souls may have little in common with Final
narrow ledges, SoulsBorne relishes overwhelming Fantasy, in the same way that Final Fantasy has
the player. Again, as per the first tenet, SoulsBorne little in common with Wizardry. FromSoft took
is rarely unfair. Clear your mind and face your disparate elements from both East and West;
foe with calm determination. That said, there’s particularly Steve Jackson’s Fighting Fantasy
no shame in doing what you have to do to win. gamebooks, and Kentaro Miura’s epic manga
Unless you’re specifically using an external cheat Berserk, to create something new and enticing.
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Nier
Developer: Square Enix/Cavia | Released: 2010 | Platform(s): PS3, X360, PS4, WIN
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Nier Automata
Developer: Square Enix/PlatinumGames | Released: 2017 | Platform(s): PS4, XB1, WIN
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Yakuza (series)
Developer: SEGA | Released: 2005 | Platform(s): PS2, PS3, PSP, PS4, WIN, IOS, AND, MOB
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Yakuza 0 is where
the series really took
off internationally,
especially since it
was a prequel, so
players unfamiliar
with the other games
could jump right in.
definitely inspired by them. The main JRPG the second game. It was, weirdly, made by AKI
element of the series has always been the ability developers, known mostly for Def Jam and
to level up your character over time to unlock assorted wrestling games. While the Yakuza
more moves, buffs, and higher stats, with some games were still sparse in the West, we did get
added flair – getting drunk gives you an attack a spinoff called Yakuza: Dead Souls that almost
power buff, for example. Later games even have nobody liked. The game was a what-if zombie
proper skill trees, Yakuza 0 switches from an game based around gunplay, which Yakuza has
experience system for using money, in its ’80s never been good at, though it did bring back fan
boom environment, to unlock more branches on favourite Ryuji Goda from Yakuza 2.
the tree. You can even equip not just weapons, but The PS2 Yakuza games were remade as
accessories and defensive items as well; Yakuza 3 Yakuza Kiwami and Yakuza Kiwami 2, using
lets you equip multiple weapons you can switch systems from later releases and reworking
through with a button press. There are even a few details, like 2 ’s ultimate villain being
random battles, though they occur as punks run recast, and an additional prequel in Kiwami 2
up to you in the streets, as opposed to the screen for Goro Majima, a fan favourite character who
just swirling or breaking apart. was playable in Yakuza 0. The second game was
You can also just explore the neighbourhoods, better received than the first, which includes a
all re-creations of actual spots in Japan, and spend bizarre mechanic whereby bosses can turtle up
time on side activities like crane games and batting to regain health and power up, not to mention
cages. There are even entire arcades with actual locking combat skills behind repetitive fights.
SEGA games, including a playable arcade version A Fist of the North Star spinoff called Lost
of Virtua Fighter 5 in Judgment, a recent spinoff Paradise was also made, taking that franchise
about a former defence laywer. The brilliant thing and putting it in a Yakuza framework. There’s
is that these games deliberately prevent you from a mobile and PC game out there as well, called
causing chaos in the streets, making you engage Ryu ga Gotoku Online, which was mainly made
with and take in the city, instead of turning it into to show off the protagonist Ichiban Kasuga,
a toy box (though Yakuza 6 started to move away of Yakuza: Like A Dragon (Ryu ga Gotoku 7:
from this a bit, with the Dragon Engine’s focus Hikari to Yami no Yukue).
on physics objects and seamless transition from This latest Yakuza game marks the first
exploration to fighting). time in the franchise’s history that the main
There are also two games set in historical series has made a major change. Inspired by the
periods, Kenzan in the Edo period and Ishin in likes of Dragon Quest, this new game is set to
the Bakumatsu period, though both are Japanese play like a traditional turn-based JRPG, justified
exclusives (though SEGA has expressed interest by Kasuga being a huge nerd who sees the world
in translating and porting Ishin). They each re- in those terms. It’s even complete with ridiculous
imagine the Yakuza cast in new scenarios, some summons, like a swarm of crawfish. While
more questionable than others (especially Kiryu’s the franchise is changing its base mechanics
adopted daughter Haruka in Kenzan). More focus significantly, the presentation and writing are
is also placed on sword fights. as weirdly engaging as ever. What’s going to be
The Japanese-only Kurohyou (“Black interesting is seeing how the developers handle
Panther”) spinoff series on PSP has a street- designing these games as more traditional JRPGs,
fighting theme and managed to net a televised rather than the experimental combinations
drama adaptation, the series wrapping up by they’ve been so far.
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Dragon Buster
Developer: Namco | Released: 1985 | Platform(s): ARC, FC, PC88, PC98, MSX, X68
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Cadash
Developer: Taito | Released: 1989 | Platform(s): ARC, GEN, TG16
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Golvellius: Valley of Doom
Developer: Compile | Released: 1987 | Platform(s): MSX, MSX2, SMS
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Borfes to 5-nin no Akuma
Developer: XtalSoft | Released: 1987 | Platform(s): MSX
Silviana
Developer: Pack-In-Video | Released: 1988 | Platform(s): FDS, MSX2
Developed by Pack-In-Video, Silviana (also spelled
Sylviana) is an action RPG similar to Hydlide.
This time you take on the role of a young girl,
who sets off to find a cure for her sick mother by
hunting for eight treasures.
As in Hydlide, there is no attack button,
so you bump into enemies to attack, then you
exchange blows automatically, based on your
strengths. There are no experience levels, though
you can purchase upgraded swords and shields,
and find hearts to expand your health meter. In the
early parts of the game, you’ll also be buying lots
of bread from the shops, which you can munch
on to restore health. As with many games of this halfway through the game, you enter a dark, This game’s
era, much time is spent grinding enemies, gaining mirrored version of the overworld, foreshadowing characters also
gold, and returning to towns to heal yourself and The Legend of Zelda: A Link to the Past, though here reappear in East
replenish curative items. Eventually, you do get it seems like a means of reducing the workload of Technology’s 1991
the ability to regain health by standing still in the map developers. Overall, it’s better than other Bomberman-
the overworld, which greatly improves the pace. Famicom ARPGs like Märchen Veil or Hydlide, like arcade game
You can also create temporary saves almost but it’s too simple to have any lasting appeal. Selfeena, which was
anywhere, which reduces the frustration. Pack-In-Video also published Silviana on the designed by the same
There are many dungeons, and with them MSX2, about a year after the FDS release. This version planner as Silviana.
boss battles, but they’re just simple mazes, and has an introductory cinematic sequence, along with
there’s little variation between them. About more illustrations of the game’s cute heroine.
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The Battle of Olympus
Developer: Infinity | Released: 1988 | Platform(s): NES, GB
Valkyrie no Bouken
Developer: Namco | Released: 1986 | Platform(s): FC
Valkyrie no Bouken (“The Adventure of Valkyrie”)
was Namco’s early attempt at creating an action
RPG. The story takes place in a country called
Marvel Land, which has been taken over by the
dark lord Zouna. The heavens seek to set things
right, so the warrior maiden Valkyrie is sent down
to save the land.
At the outset, you choose a zodiac symbol as
well as a blood type, which affects your strength,
magic, and experience growth rates. There’s no
real guidance, but ultimately you need to hunt for
various pieces of equipment that help you find and
take down Zouna. The world is broken up into a
few continents, most of which can be reached by powerful equipment. One of the most infuriating The damsel-in-
using teleport blocks, sailing on a ship (which can parts is when you need to repeatedly beat difficult distress Ki from
be carried in your inventory), or riding a whale. foes called Xandras, until they randomly drop an The Tower of Druaga
There are significant issues, some typical of item you need. If you lose that item, you need to proved so popular
mid-’80s RPGs, but others unique to the game. do it again. that Namco created
Enemies spawn semi-regularly, almost always This is a frustrating, hateful game, but a number of games
surrounding and overwhelming your character. Namco revisited the character with the 1989 action starring women,
Combat is frustrating, since your sword is tiny arcade game Valkyrie no Densetsu (“The Legend of including the warrior
and magic is limited. You can grind for gold and Valkyrie”) (see page 466). In 1999, Namco remade maiden Valkyrie
experience points, but it doesn’t really seem to Valkyrie no Bouken in the style of this sequel, of this game.
make much of a difference until you get more for the PlayStation Namco Anthology Vol. 2.
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Faxanadu
Developer: Hudson | Released: 1987 | Platform(s): NES
Faria
Developer: Game Arts | Released: 1989 | Platform(s): NES
In Faria, you control an unnamed female warrior,
as she sets off on a quest to rescue the princess
of the kingdom. Much of the game is handled
like Dragon Quest, in that you explore a large
overworld map, except that when you enter
combat, the screen zooms up close and play
changes to action-based combat, as in the original
Legend of Zelda. Beyond your sword, you can
also find magic, as well as use a bow and arrow.
The fighting is pretty clumsy, owing to the erratic
enemy movements. It’s not a whole lot of fun,
but you’ll be doing it a lot, in order to grind up
experience points and gold.
Other aspects are fairly frustrating as well. It’s a tough game, and all of these annoyances Faria’s American
At one point, you’ll run into invisible monsters add up to a rather unpleasant experience, but it cover art hides
that are basically impossible to kill until you find does have a few things going for it. It’s an early the fact that the
the appropriate glasses. You can run away, but RPG by Game Arts, and was directed by Takeshi protagonist is
can also lose gold and equipment in the process. Miyaji, who later worked on the Grandia games. supposed to be
There are assorted towers to conquer, but their The visuals are colourful, especially the close- a woman.
layouts are complex, often sending you around up portraits of the NPCs, who were designed by
in circles, and there are plenty of false walls. cartoonist Yoshitoh Asari, and the game has a
You can also explore caves, but they’re completely good sense of humour. It’s also one of the handful
dark without a flashlight, which steadily drains of Famicom action RPGs to be localised. Any oasis
its batteries. in the desert ...
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Mashin Eiyuuden Wataru Gaiden
Developer: Westone | Released: 1990 | Platform(s): FC
Crystalis
Developer: SNK | Released: 1990 | Platform(s): NES, GBC
In the year 1997, nuclear chaos enveloped the
world. Years pass, and a young man hidden away
in a cave awakens from cryogenic sleep; he doesn’t
know it yet, but he’s destined to save this world
from the evil Emperor Draygon.
Most NES action RPGs were released in
the mid-to-late ’80s, and borrowed significantly
from either The Legend of Zelda or Hydlide.
Crystalis, however, feels more distinctive and
more modern, a predecessor to some of the 16-bit
games that would later come out for the SNES/
SFC. The action is faster and much less clumsy
than in earlier games, as the hero can move
quickly and in any direction, not just the cardinal Combined with the post-apocalyptic sci-fi In Japan, Crystalis
four. In fact, there’s a much greater focus on world, an unusual setting for a NES RPG, this makes was known under
combat, plus unlike in most of the Zelda games, for an excellent title. It’s also unusual in coming the much more
you gain experience points and level up when from SNK, which at this point was largely focused on dramatic title
killing enemies. You can shoot projectiles by arcade games. (There are some references to some God Slayer.
charging up your weapon, and you eventually get classic SNK characters like Athena and Kensou.)
elemental themed swords (plus the eponymous There was never a sequel, but a Game Boy
Crystalis) with different magic spells. Certain Color port was developed by Nintendo Software
enemies are only susceptible to certain kinds of Technology. However, this has a much worse
attacks though, so you need to regularly switch soundtrack, and alters the story to make it suitable
into the menu to change your equipment. for a younger audience.
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Golden Axe Warrior
Developer: SEGA | Released: 1991 | Platform(s): SMS
Grand Master
Developer: Soft Machine | Released: 1991 | Platform(s): FC
Developed by Soft Machine and published by Varie,
Grand Master is sort of an action RPG by way of
Mega Man. You control a warrior named Rody,
who must rescue the princess Serena from the
evil lord Dante. When you start the game, you can
choose from five different levels – a cave, a tower,
a castle, an ice cave, and a pyramid. The stages
are presented from an overhead perspective, and
play out a bit like a more linear, more action-
based version of The Legend of Zelda. The stages
are too constrictive to really get lost in, but there
are branches, which lead to treasure chests that
contain various items. While you start off with a
fairly weak sword, you’ll find stronger variations, There is a handful of side characters, like Terry the Grand Master is
plus an assortment of other weapons, like a knight, who’s attempting to save his sister Freya, an interesting take
throwing axe, a magical rod, and a morning-star and their fates depend on your actions. on the action-RPG
that doubles as a grappling hook. There’s also a Purely as an action game, Grand Master is format, but the
levelling system, whereby beating up enemies will rather middling, because the combat just isn’t that “action” part
reward you with more HP and MP. Your items and exciting, and trudging through the levels quickly really needed to
levels carry over between levels, even if you run out gets tiresome, especially when you need to replay be more exciting.
of health, though the game isn’t long enough to them. This really hits its nadir in the final stage,
need a password. which is just unnecessarily long. But as a genre
The order of levels not only affects which hybrid experiment, there’s nothing else quite like
weapons you can obtain, but also the ending. it out there.
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Super Chinese (series)
Developer: Culture Brain | Released: 1989 | Platform(s): FC, SFC, GB
Dragon Scroll
Developer: Konami | Released: 1987 | Platform(s): FC
Dragon Scroll is Konami’s attempt at an action
RPG for the Famicom, and while it borrows
elements from Zelda, it also sort of does its own
thing. As the hero Feram, you must adventure
through the land to find eight magic books with
which to stop the Chrome Dragon.
There’s not technically a single overworld,
so much as a few smaller areas that are linked by
warp portals; through which you access various
caves, shrines, and dungeons. There’s not much
direction and no towns or friendly NPCs; instead,
fallen enemies may give clues about where you’re
supposed to go and what you’re supposed to be
doing. Some enemies speak another language, shops, or equipment beyond these rods and a Konami was
so you need to find the item that will translate handful of supplementary items (which can make extremely prolific
for you. However, these hints all hail from the you walk faster, increase your defence, or display during the Famicom
Castlevania II school of game design, so many of a map), but you do level up after defeating enough era, but it was
them just don’t make much sense. Many solutions enemies, extending your health or magic meter. required to limit the
are obscure, and progress is difficult unless you The aimless direction and plodding pace number of titles it
have a walkthrough. make Dragon Scroll feel a little dull, but it is brought overseas. So
Feram is an unusual hero, in that he doesn’t a Konami NES game, so it has an absolutely it’s easy to see how
wield swords; instead his default weapon is a fantastic soundtrack, which helps give this game Dragon Scroll didn’t
magical rod. There are a few other rods to obtain, some energy. Otherwise, the fact that it never left quite make the cut.
plus an assortment of magic spells. There are no Japan is no tragedy.
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Famicom Jump (series)
Developer: Tose/Chunsoft | Released: 1988 | Platform(s): FC
Willow
Developer: Capcom | Released: 1989 | Platform(s): NES
Willow is a 1988 fantasy movie from Lucasfilm,
which borrows bits from The Lord of the Rings,
and focuses on a dwarf who must make a journey
across a dangerous land. Capcom made two
games based on the property, a side-scrolling
arcade game, and this action RPG for the NES.
Despite using the characters and setting,
the actual adventure is only very, very loosely
based on the movie’s story.
While obviously inspired by The Legend
of Zelda, it’s quite a bit more advanced than
earlier clones made for the Famicom Disk
System. While there’s not much in the way of
puzzle-solving tools, there’s a wide variety of Capcom NES games were generally pretty Capcom made a
swords and shields, plus an assortment of magic solid and Willow maintains that level of quality. number of licensed
spells. The overworld is large, but designed more The game was designed by Akira Kitamura, the games in the NES
like an expansive forest maze, and there are creator of Mega Man. The visuals are decent, era, like DuckTales
several towns with numerous NPCs, giving it a with large character sprites and individual scenes and Rescue Rangers;
stronger plot. There is no currency, but there when talking with NPCs. When battle begins in Willow is one of
are experience points, granted following enemy the overworld, the leaves and trees animate, giving their few Hollywood
defeats. Since there’s a big emphasis on combat, fights an extra bit of drama. It’s not quite as good movie tie-ins.
there are actually two types of sword slash: as the later action RPG Crystalis, but it’s certainly
a stab, and a swipe with a wider arc, depending one of the better entries on the NES, and it’s
on the direction you’re holding. definitely excellent for a licensed game.
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Neutopia (series)
Developer: Hudson | Released: 1989 | Platform(s): TG16
Sylvan Tale
Developer: SEGA/Nex Entertainment | Released: 1995 | Platform(s): GG
Sylvan Tale is a fairly typical action RPG, in
which the hero Zetts is summoned to the land of
Sylvalant to defend it from evil. However, it draws
from Westone’s Wonder Boy: The Dragon’s Trap,
in that the hero begins as a human but can take
the forms of assorted beasts as he progresses
through the story. The human form uses a sword
and can pull blocks, while the turtle form can hide
in its shell and dash around to attack foes, or use
its weight for switches. The mole form can crush
rocks with its claws and dig holes in the ground
with a drill spin manoeuvre, while the mouse form
is small and can pass through holes. The merman
can move through water, and the hidden bird form
lets you fly over enemies.
There are no experience points or gold, and
equipment is limited to whatever items you find, Coming at the end of the system’s life, Sylvan Sylvan Tale is one of
including sword skills and beast forms, and other Tale was only released in Japan. While the Master the games featured
items that expand your max health or improve System had a few action RPGs, like Golvellius and on the Game Gear
your attack or defence. It does feel a little cramped, Golden Axe Warrior, this is one of the few of this Micro miniature
thanks to the low Game Gear resolution, and the type for the Game Gear. The game is believed to consoles released
human form’s sword is a bit small, but otherwise have been co-developed by Nex Entertainment, in Japan in 2020.
it plays well; the ability to run really helps. the folks behind other SEGA action RPGs, such as
The visuals are well done and the music is decent. Crusader of Centy and Linkle Liver Story.
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Sword of Vermilion
Developer: SEGA | Released: 1989 | Platform(s): GEN
Rent-a-Hero No. 1
Developer: SEGA | Released: 1991 | Platform(s): MD, DC, XB
In this offbeat game from SEGA, you are cast
as everyday average Japanese teenager Taro
Yamada, who is randomly chosen to participate
in the “Rent-A-Hero” program, in which you’re
given a suit that lets you transform into a Sentai-
esque superhero. The downside is that the suit is
technically a rental, so you need to pay for it, but
on the upside, you can become a local do-gooder
for your fellow citizens in Aero City. Tasks are
simple at the beginning, but eventually escalate
into infiltrating yakuza organisations. There are
no experience levels, but you can use the money
obtained from your exploits to purchase combat
suit upgrades. but thanks to its goofball attitude, it eventually The spiritual
The game was developed by the same team as became a cult classic. This was enough to qualify follow-up to Sword
Sword of Vermilion, so it’s kind of similar. The first- it for a full remake for the Dreamcast, which of Vermilion is a
person dungeon crawling and overhead fighting upgrades the graphics to full 3D and adds in a few bit more focused,
scenes are gone, leaving the overhead exploration extra story elements, including a female partner and much, much
and side-view brawling segments. It’s still a little named Rent-a-Hiroko. This also, unfortunately, sillier, starring an
ropey but it’s a substantial improvement. The real did not leave Japan – it was ported to the Xbox and everyman turned
appeal lies in its goofy sense of humour, filled with translated into English, and was even reviewed in local superhero.
parodies of both Western and Japanese culture. magazines, but publisher AIA Games went under
The game was not released outside of Japan, before it could hit the market. A disc image of this
where it initially received a middling reception, copy leaked online, at least.
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Lagoon
Developer: Zoom | Released: 1990 | Platform(s): X68, SNES
Alcahest
Developer: HAL | Released: 1993 | Platform(s): SFC
In HAL’s Alcahest, you control a warrior named
Alen, on a quest to defeat the titular demon. The
game looks and plays like an action RPG, but the
role-playing aspects are extremely minor. It’s fair
to say that this is more of an action game in RPG
clothing. It was initially intended to be released by
HAL under the name Guardian Blade, but they ran
into financial troubles, so the game was published
by Square, which renamed it.
The game is broken up into eight stages,
though the levels are not entirely linear, and you’ll
usually need to explore around a bit to hunt for
various items, some of which are for healing, and
others essential to progress. The level layouts are as well. In many areas, you’re accompanied by a Alcahest is unlike
rarely large or all that complex, though. Your partner character – the cooler ones include a cyborg any of Squaresoft’s
strength is increased automatically when you and a dragon goddess – who trails behind you and other SFC RPGs …
beat a stage, though there are some equipment attacks when you attack, plus you can activate their and that’s because
upgrades to find. special power at the expense of some SP. You also it was made by a
The levels are also filled with blocks that will acquire the powers of elemental guardians as you different company.
either propel you forward or send you leaping to progress through the game, all of whom have their
some other part of the area. Technically, there are own charge attacks with your main sword, as well
experience points, though in practice these are as special abilities. Overall, it’s a decent title, as
more like a score, which will grant you a continue long as you go in expecting an arcade-style hack-
if you level up. You have a limited number of lives, and-slash, rather than something like Zelda or Ys.
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Brain Lord
Developer: Produce | Released: 1994 | Platform(s): SNES
Dragon View
Developer: Kemco | Released: 1994 | Platform(s): SNES
Drakkhen is a really curious game, developed by
French company Infogrames. Mixing up aspects
of adventure games and RPGs, it features a 3D
overworld rendered via polygons, and includes
strange enemies like landsharks and giant
dog heads. While initially developed for home
computers, it’s mostly known for its SNES port by
Kemco, which was the first RPG on the platform.
As such, it did gain some popularity.
Kemco still held the rights to the game, and
went on to create its own sequel, called Super
Drakkhen in Japan, and renamed Dragon View
in North America. It technically continues the
storyline, though it’s not like the original game had play out something like a simple arcade beat-’em- It’s curious that
all that strong a plot. Rather than creating a party up. But otherwise, all of the elements of action Drakkhen had
of characters, you only control one hero, named RPGs are present, including experience and level such high name
Alex, who must rescue his girlfriend. There’s gaining, different weapons (including a boomerang recognition in Japan
a stronger story here (interestingly told from a and a bow), magic spells, equipment, and even that Kemco created
narrator’s perspective in the English translation), simple puzzles. a sequel to it, despite
though it’s boilerplate fantasy-type stuff. The only Though it’s almost nothing like Drakkhen, having few real
other significant aspect kept from Drakkhen is the there’s also no other RPG that’s like Dragon View. connections to it.
first-person 3D overworld, with random battles. Though the combat is a little ropey and the play
These fight scenes, as well as towns and dungeons, area is small, thanks to the status window, it sets
are viewed from a side-scrolling perspective, and itself apart nicely from other 16-bit ARPGs.
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Kuusou Kagaku Sekai Gulliver Boy
Developer: Hudson/Bandai | Released: 1995 | Platform(s): SFC, PCECD, SAT
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Bushi Seiryuuden
Developer: Game Freak | Released: 1997 | Platform(s): SFC
Gunman’s Proof
Developer: Lenar | Released: 1997 | Platform(s): SFC
Gunman’s Proof (alternatively known as Ganpuru,
or Gunple) is a sci-fi western, in which something
from outer space crashes into the desert near a
small American town, causing all sorts of trouble.
Another UFO makes the visit to Earth, and
convinces your character, a local child, to lend
them his body, allowing them to hunt down the
invaders and send them packing.
Gunman’s Proof rips off The Legend
of Zelda: A Link to the Past for some reason.
Although it doesn’t remotely make sense within
the American Wild West context of the game,
it looks a lot like Hyrule, dungeons and all.
But it’s also much more action-focused – the There’s also a score, and you’re graded after Gunman’s Proof is
protagonist has a variety of guns at his disposal. beating a dungeon, granting you extra points. The credited to Akihito
Other, limited-use, weapons include fireworks, score doesn’t actually do much beyond granting Tomisawa, a designer
machine guns, and flamethrowers. The labyrinths extra lives though. at Game Freak, and
are almost completely devoid of puzzles; instead The logo reads “A Strange World” and boy Isami Nakagawa,
you simply explore and hunt for treasures. As a howdy, is that correct! Anachronisms abound in a manga author.
result, there aren’t any tools, though there are this weird game, along with some oddball enemy
items that give you skills (like swimming), life designs, as well as some hugely racist caricatures.
capsules that expand your life meter, and gold It’s also fairly short, and doesn’t have even a
for buying items. Rather unusually, there’s an fraction of the longevity of a Zelda title, but it’s
extra life system, when you run out of health. still a peculiar and mildly amusing game.
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Landstalker
Developer: Climax | Released: 1992 | Platform(s): GEN
Ladystalker
Developer: Climax | Released: 1995 | Platform(s): SFC
The unfortunately-titled Ladystalker: Kako kara
no Chousen (“Challenge from the Past”) is a sort
of follow-up to Landstalker, though this time for
the Super Famicom. It stars a rich young woman
named Lady, who’s locked up in her family’s
mansion because of her inability to stay out of
trouble. She escapes anyway, and along with
her two servants, Yoshio and Cox, heads for the
dangerous Deathland Island to search for treasure.
Although it looks and plays like Landstalker
on the surface, quite a bit has changed. You can
no longer jump, so most of the troublesome
platforming obstacles are gone. Instead, you can
dash, which lets you hop over short distances. The biggest downside is that Lady doesn’t talk a This follow-up
Encounters are random, as enemies fall from the whole lot. There’s some slight S&M naughtiness, as creates a cool
sky every now and then, and must be defeated she attacks using whips and boots while wearing a heroine, but doesn’t
before you can move on. While the player directly mini-skirt, but the player is left to fill in the blanks manage to make
controls Lady, the computer manages the other of her personality. her an interesting
two characters in combat, though they can also be The game is purported to have been pitched personality.
given individual orders. There are also experience to Enix as a spinoff of Dragon Quest IV, based on
points, and you can gain levels. Princess Alena and her two servants. But being
The game maintains the silliness of unable to obtain the licence, they created their own
Landstalker, though the visuals are slightly property. However, there are still many similarities,
worse in spite of the expanded colour palette. especially in the enemies and item names.
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Dark Savior
Developer: Climax | Released: 1996 | Platform(s): SAT
Alundra
Developer: Matrix | Released: 1997 | Platform(s): PS1
In 1994, some of the staff members of Climax and
Telenet splintered off to form Matrix Corporation,
with its first title being the 1997 action RPG
Alundra. This is basically a spiritual successor to
the earlier Landstalker, featuring the same elven-
looking hero, as well as artwork by Landstalker/
Shining Force illustrator Yoshitaka Tamaki.
The eponymous hero is a Dreamwalker, who sets
off to visit the town of Inoa, whose residents are
plagued with nightmares. While there is a Zelda-
like overworld in the lands that surround the town,
the dungeons are actually located in the dream
world of its denizens, so Alundra enters their
minds to destroy the evil within. difficulty level is much higher than in a typical In the absence of
The main difference from Landstalker is Zelda-type game. One particularly nasty puzzle, a proper sequel
that it ditches the isometric perspective for a more involving pushing several ice pillars around the to Landstalker,
typical overhead view, though the hero can still stage, is liable to give players nightmares of their Alundra is the
jump, so it retains its predecessor’s platforming own. Still, the removal of the isometric perspective closest we’ll get.
elements. However, in spite of its similarities, generally makes it more playable than Climax’s
it’s a much darker game, filled with various other games, and it’s certainly one of the better
character deaths and a fight against a demon Zelda-style action RPGs.
god. The Working Designs translation attempts Matrix also developed a sequel called
to introduce some levity via some goofy dialogue Alundra 2, though it’s a completely different (and
here and there, but it doesn’t really work. Plus, the much worse) game that shifts everything into 3D.
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Beyond Oasis / Legend of Oasis
Developer: Ancient | Released: 1994 | Platform(s): GEN, SAT
Crusader of Centy
Developer: Nex Entertainment | Released: 1994 | Platform(s): GEN
The look and feel of Crusader of Centy is very
obviously patterned after The Legend of Zelda: A
Link to the Past. However, its key gimmick is that
its hero, the young boy Corona, gains the ability to
talk to animals, who then lend him their powers.
(Conversely, he can no longer talk to humans.)
These animal abilities act like the items you would
get in a Zelda game in order to solve puzzles – you
can use them to freeze animals or run faster, and
many are built around your ability to throw your
sword like a boomerang. Two animals can travel
with you at a time, and some of their powers can
be combined to let you do things like drain HP
from monsters. Unlike in Zelda games, you can This game is known as Shin Souseiki The Genesis
jump, too. It’s a reasonably fun experience, though Ragnacenty (“New Genesis Ragnacenty”) in Japan didn’t get too
it really can’t match up to the better SNES action and Soleil in Europe. The game’s working title many Zelda-style
RPGs. It’s more action-y and less puzzle-heavy, was Shining Rogue, as it was meant to be an early games, and this
but there’s also not much to explore. There is no expansion of the “Shining” RPG label. However, it is certainly a
actual overworld, just a map that you use to travel was not developed by the same team as Shining good one.
between destinations, plus neither the story nor Force, but rather by a team called Nextech. They
the world are all that involving. But considering would later work on a number of other action
there were few games of its type on the Genesis – RPGs, including Linkle Liver Story (Saturn),
the only other similar title is Landstalker – it’s a Shining Soul (Game Boy Advance), and Shining
good enough substitute. Tears/Shining Wind (PlayStation 2).
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Magic Knight Rayearth
Developer: SEGA | Released: 1995 | Platform(s): SAT
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Brave Prove
Developer: Data West | Released: 1998 | Platform(s): PS1
Bealphareth
Developer: Sony | Released: 2000 | Platform(s): PS1
Bealphareth takes place in a dark, medieval
time, in the town of Callus Bastide, which is
ungoverned and lawless. Built on top of a series
of underground ruins, its depths are said to hold
a stone that can grant immortality, so it attracts
people of all kinds – treasure seekers, scholars,
and criminals. As a newcomer to the city, you can
create a character, selecting gender, birthplace,
weapon type and the purpose of your visit to the
city – then you meet with fellow adventurers, form
parties, and hunt for treasure.
The game is presented from an isometric
perspective, which makes it rather difficult to
control. Though you only control one character Bealphareth would be a rather standard Bealphareth’s
at a time when dungeon crawling, you can switch dungeon crawler, except for the relationships you humble origins,
to another with a command. Each has their own can develop with your partners. There are 13 in boring cover and
weapon, as well as a variety of traps that can be total, and the endings reflect the bonds developed, simple visuals
set to spring on foes. If you attack enemies with incorporating romance where these involve opposite aren’t really
combo chains, then you can increase the amount sexes. The plot itself isn’t all that involving, but indicative of the
of gold obtained. Time also passes when you’re there’s a lot of interesting backstory, as each of the care the developers
adventuring, which influences various events. The other adventurers has their own motive. The game put into this
visuals are stark, though the character designs was developed as part of the Game Yarouze! design dungeon crawler.
are by Koya Katsuyoshi, the artist for the SFC Fire contest by Sony, and while it does feel low budget,
Emblem games. you can feel the amount of care put in by the staff.
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Record of Lodoss War
Developer: Neverland | Released: 2000 | Platform(s): DC
Boktai (series)
Developer: Konami | Released: 2003 | Platform(s): GBA, DS
Boktai is a contraction of the Japanese title
Bokura no Taiyou (“Our Sun”), and is an innovative
action-adventure game from Konami. You control
Solar Boy Django, a vampire hunter who tracks
down undead baddies, equipped with his Gun
del Sol. The design was drafted by Hideo Kojima,
though the games were actually directed by Ikuya
Nakamura, an artist on the team. Viewed from an
isometric perspective, they inherit their emphasis
on stealth from the Metal Gear Solid games; you’ll
often need to sneak past or surprise bad guys to
attack them effectively.
The unique gimmick of the game is the solar
sensor installed in the cartridge, which measures even though the story is aimed towards kids. The sun sensor put
real-world sunlight levels. This is used to recharge The second Boktai introduces RPG elements, into the Boktai
Django’s gun, plus it’s required to use the Pile including experience points, upgradeable stats, cartridges was an
Driver move that’s used to actually kill vampires. and a larger number of weapons, as well as magic. interesting idea, but
There’s also an in-game clock that affects events The third game continues this trend, though sunlight also made
and other things based on the time of day. It’s an it remained unreleased in English, despite a it impossible to see
interesting idea, except that the game is extremely crossover with the Mega Man Battle Network the screen on the
difficult to see on the screen when you play it games. Konami elected to soft-reboot the series original Game Boy
outside, so it’s ultimately self-defeating. In spite for the DS with Lunar Knights, which gets rid Advance, making it
of that somewhat major failing, the anime/Wild of the solar sensor and replaces it with in-game very hard to play.
West/vampire-slaying mash-up is pretty cool, weather effects.
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Relics
Developer: Bothtec | Released: 1999 | Platform(s):WIN
Okami
Developer: Capcom/Clover Studios | Released: 2006 | Platform(s): PS2, PS3, PS4, WII, NSW, WIN
Despite the massive popularity of The Legend of
Zelda: The Ocarina of Time, very few other games
followed its template. One of the exceptions is
Okami, developed by Clover Studios, a subsidiary
of Capcom that eventually broke off and formed
PlatinumGames. It was influenced by Japanese
folklore and mythology, you play as the sun
goddess Amaterasu, who has taken on the form
of a wolf, to fight against the encroaching Yami
(Japanese for “darkness”), who has resurrected
the demon Orochi.
Amaterasu wields a handful of weapons, Okami uses an absolutely gorgeous The Legend of Zelda:
including a Reflector (a flaming shield), a cel-shaded art style that looks like Japanese Twilight Princess
Rosary (a necklace of beads), and Glaives (a set sumi-e artwork in motion; it was impressive on also featured a wolf
of swords). She also wields the Celestial Brush, the PS2 and is even better in the many subsequent form, but ultimately
which is an innovative way of using skills and HD re-releases. The soundtrack, using many Okami was the
weapons – at almost any point, you can pause classical Japanese instruments, is also incredible. better experience.
the action and use a calligraphy brush to draw The only real issue is its pacing, as cutscenes drag on,
different symbols with various effects (drawing especially the jabbering of Amaterasu’s miniature
a bomb will drop a bomb, drawing a circle will buddy Issun. The game is also divided up into three
summon the sun, and so forth). By completing massive chapters, each of which could have been
sub-quests and nurturing both flora and fauna, an independent release, so it’s easy to burn out on.
you gain Praise points, which can be used to But otherwise, in most respects it’s better than
upgrade various abilities. most of the 3D Zelda games that inspired it.
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Recettear: An Item Shop’s Tale
Developer: EasyGameStation | Released: 2007 | Platform(s): WIN
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Pandora’s Tower
Developer: Ganbarion | Released: 2011 | Platform(s): WII
Cladun
Developer: System Prisma | Released: 2010 | Platform(s): PSP, PSV, PS4, WIN
Cladun (short for Classic Dungeon, as it’s known
in its Japanese release) is a retro-styled trilogy of
dungeon crawlers published by Nippon Ichi. It’s
fairly typical of the genre – explore area, kill bad
guys, collect loot, and find exit – but contains
some unique elements that make it as good as
Nippon Ichi’s other titles. Unlike other dungeon
crawlers, there’s a big focus on action and reflexes
– no mindless hacking and slashing here. There are
no items, and therefore no curatives, but instead
the dungeons are littered with visible traps, some
of which can heal you. Alternatively, you can also provides stat boosts and other benefits to the main The “create your
trigger these traps, get out of the way, and use character. There are several pre-made dungeons own character”
them to attack your enemies. that advance the (rather threadbare) story, plus function lies at
The biggest draw is the huge amount of a randomly-generated dungeon with 99 floors. the centre of
customisation – you pick your character design It’s decent as a portable time-waster, and the Cladun’s appeal.
from a number of set sprites, but can also edit them soundtrack is fantastic.
down to the individual pixels. There are several The first two games were released for the PSP,
character classes, with the ability to switch (while with the sequel, Cladun x2, receiving a Windows
retaining some skills) when you reach a certain port. A third game, Cladun Returns: This Is
level. You can also create multiple heroes, which Sengoku!, hit the PlayStation 4 and Vita. There’s
you can swap out in between levels. Although also a related title from developer Studio Prisma,
you only control one character at time, secondary called Legasista, for the PlayStation 3, which plays
characters can be added to a Magic Circle, which similarly, though it lacks the chunky pixel aesthetic.
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Lapis x Labyrinth
Developer: Nippon Ichi | Released: 2019 | Platform(s): NSW, PS4
Crystar
Developer: Gemdrops | Released: 2018 | Platform(s): PS4, WIN
In Gemdrops’ Crystar, you control a girl named
Rei, who’s fighting through the layers of purgatory
to rescue the soul of her little sister Mirai. The story
is full of such tragedies, as the heroine essentially
makes a deal with the devil to find her loved ones,
while blaming herself for her sister’s misfortune.
Along the way, you meet other tormented souls,
some friendly, some not, each with their own
burdens. The gloomy scenario was written by
Naoki Hisaya, known for the tear-jerking visual
novel Kanon. The character artwork is by Riuchi,
who hasn’t worked on any other game of note, but For as thematically heavy as Crystar is, it’s “Sad girls in the
it’s easily the strongest aspect of Crystar. actually a fairly straightforward action-based afterlife” is the
The game has an almost depressively gloomy dungeon crawler. The abstract environments, with theme of this
story. It also takes the “cry” portion of the title quite buildings floating atop coloured skies, are pretty, dungeon crawler.
literally, as your powerful Guardian companion is but since the layouts are randomly generated,
strengthened by your tears, and there’s a button they’re fairly repetitive by design. The combat is
openly dedicated to sobbing, which will leave you satisfying, with a variety of combos and special
vulnerable while you power yourself up. Enemies moves, as well as multiple playable girls, but it’s
also drop Memoirs of the Dead, which can be also too basic to really stay interesting for the
purified and equipped as stat bonuses. Between many hours the game demands. Whether the
levels, where you can tune up your characters, the melodramatic story proves worthwhile depends on
sole consolation is petting your fluffy dog, who is how much you dig sad girls in fantastical Gothic
indeed a good boy. Lolita outfits beating up lots of bad guys.
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Strategy
RPGs
Board games, going back at least as far as checkers 1990. What separates a mere “strategy” game
or chess, were the earliest strategy games. These from a “strategy RPG”? After all, RPGs are all
eventually evolved into military-themed war- about numbers, and with strategy computer
games, and these led to first computer strategy games basically just simulating dice rolls, what’s
games. From a Western perspective, many of these really the difference? As with every definition,
came from Strategic Simulations Inc., with releases it depends on who you ask, but generally, the
like 1980’s Computer Bismarck, though other biggest differentiation is story. Is there an
companies also specialised in them, like Avalon overarching narrative? Are the characters you
Hill, which also published board games. The genre command faceless warriors or do they have
really found its form in the ’90s, with titles like defined names with personalities and roles in
Microprose’s Civilization, Mythos’ X-Com: UFO the story? And perhaps as importantly, do they
Defense, SSI’s Panzer General, and Westwood’s develop over the course of the game, increasing
Dune II. In Japan, there were two establishing in strength and gaining new abilities? These are
computer titles in the genre – Koei’s 1983 game the elements that separate Fire Emblem from its
Nobunaga’s Ambition (which eventually led earlier sibling, Famicom Wars, otherwise fairly
to their more famous Romance of the Three similar games.
Kingdoms series) and SystemSoft’s 1985 release Entire books can be written on the strategy-
Daisenryaku (“Great Strategy”). While Koei’s series RPG genre, so the following section is more of an
continued for decades, it was really the latter that overview of the bigger and more interesting series.
helped formulate the wider genre. SystemSoft Important titles include Quest’s Tactics Ogre (and
continued with a fantasy version of Daisenryaku its successor, Final Fantasy Tactics), Square’s
called Master of Monsters, and there were a few Front Mission, SEGA’s Shining Force, Sakura
other similar games, like NCS’ Elthlead, Gaia no Wars, and Valkyria Chronicles, NCS/Masaya’s
Monshou (“The Crest of Gaia”), and Guyframe/ Langrisser, Atlus’ Growlanser and Devil Survivor,
Gaiflame, all initially released for PC platforms in and Nippon Ichi’s Disgaea. Compared to standard
the late ’80s. RPGs, the emphasis is more on combat than
One particular branch, arguably the most narrative so their stories (with some exceptions)
popular in Japan, is the strategy RPG. The game generally aren’t as focused, and the mechanics
which most strongly defines this is Nintendo/ rarely change much entry by entry, so they don’t
Intelligent Systems’ Fire Emblem, released in need to be examined in detail.
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Fire Emblem (series)
Developer: Intelligent Systems | Released: 1990 | Platform(s): FC, SFC, GC, GBA, WII, DS, 3DS, NSW
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There’s a little more to the levels than just you can also fight, increasing your characters’ The original Fire
straight combat, as there are often towns to be levels, as much as you want, which you couldn’t Emblem for the
visited, where you can obtain information or do in the previous game. For a long time, it was Famicom wasn’t
items, or treasure chests to search out. Shopping considered a bastard child of the series, since many exactly a looker,
depends on the particular entry, not all of them subsequent entries tossed away these changes, but and perhaps this
have shops between levels, but if they do, you more recent entries have brought some of them contributed to
may need to stop at these to replenish supplies. back, and this second game was even completely Nintendo’s decision
Weapons and spell books break after a certain remade for the 3DS under the title Fire Emblem not to localise it.
number of uses, and will need to be replaced lest a Echoes: Shadows of Valentia, so it retroactively However, it received
unit find itself defenceless. feels a little less weird. a late English
Units gain experience by fighting enemies, The third entry, Monshou no Nazo (“Mystery localisation in
with the greatest amount of points awarded for of the Emblem”) saw the series move to the Super 2020 on the Switch.
delivering the killing blow. The scenarios have Famicom and continues the adventures of Marth
a tendency to give you at least one powerful and crew. In addition to this new scenario, it also
character who can technically dispatch opponents includes a series of missions that are basically a
with ease, but due to their high level, they won’t remake of the first game, using the upgraded
advance very much, and they essentially rob other visuals and mechanics of this title. Due to ROM
characters of that necessary growth, so you can’t space limitation, some missions and characters
over-utilise them. Stats are increased randomly have been cut, but it’s good enough that you can
upon levelling up, so characters develop differently play and understand it without having to revisit
each time you play. There are level caps, though the Famicom game.
there are ways to promote or change characters The fourth game, Seisen no Keifu (“Genealogy
into different classes, usually by obtaining and of the Holy War”) gave another substantial
using a particular item. shakeup to the series. It stars a new character,
The initial game on the Famicom, Ankoku named Sigurd, descendent of a hero who defeated
Ryuu to Hikari no Ken (“The Shadow Dragon and evil long ago, and heir to the holy blade Tyrfing.
Blade of Light”) stars a young blue-haired man The game also introduces the aforementioned
named Marth, the exiled prince of Altea, who must weapons triangle used in most of the later entries.
fight to take back his kingdom and defeat the evil The level structure has changed too – the first and
dragon Medeus. Being the initial entry, on an 8-bit third games each had about 30 missions, while this
platform, it is pretty rough – the UI, in particular, game cuts that number down to ten, but makes
is difficult because it does not highlight your each level much longer. Since battles are longer,
units’ movement ranges, so you need to feel it out you can save your progress at the beginning of
by moving the cursor. Though the fight sequences each turn. Previous games let units talk on the
aren’t long, there’s no way to skip them either. The battlefield, but here, you can develop relationships
story has a level of complexity similar to that of between the male and female characters, and
other RPGs of the time, but it’s mostly relegated to potentially have them fall in love. About halfway
mid-mission text, and characterisation is sparse. through the game, tragedy hits your team, and the
The sequel, Fire Emblem Gaiden, suffers game skips forward. A new generation of grown
from some of the second instalment weirdness children continues the battle that their parents
that affected other franchises of the day (e.g. could not win.
Castlevania II: Simon’s Quest, Zelda II: The The fifth game, Thracia 776, is a side story
Adventure of Link). It stars two characters, focusing on Prince Leif, one of the characters
a man named Alm and a woman named Celica, from the second generation of the previous
who fight on the continent of Valentia, and game. The levels here are shorter and more
the chapters alternate views between the two. focused, like those of the older games, and
Unlike its predecessor, in which progress was the romance options have gone, but the game
straightforward, this entry has more RPG elements, is much more difficult. In addition to health,
including an overworld map, and dungeons and you also need to manage each character’s
towns to explore. Due to the recurring enemies, stamina, lest they become too weak to fight.
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This game was originally released for the Nintendo The series then returned to consoles with The first Fire
Power cartridge download system, before seeing Path of Radiance for the GameCube, focusing Emblem game to
a retail release. It was the last game worked on by on the mercenary Ike. The visuals are all rendered make it overseas is
series creator Shouzou Kaga before he left Nintendo. polygons, though rather unimpressive, and the the one pictured on
The series then moved to the Game Boy music quality has improved. The biggest change this page, technically
Advance, with Fuuin no Tsurugi (“The Binding to the game is the inclusion of beast-like creatures the seventh in the
Blade”), focusing on the red-haired hero Roy. called Lethe, which can transform in battle. series, for the Game
It’s similar to Thracia 776, though it removes the The direct sequel, Radiant Dawn, appeared on Boy Advance. Thank
unpopular stamina system, and the game isn’t the Wii. The story initially focused on the white- Super Smash Bros.
quite as difficult. The visuals are also brighter, haired maiden Micaiah, before eventually joining Melee for that.
to compensate for the portable console’s small up with Ike and crew. This entry was also made for
screen. You can suspend progress in battle, but series veterans, as the difficulty level is quite high.
re-loading wipes that out, so you can’t save scum. The international released toned things down a
On its own, this entry is only middling, but it’s rather bit, and even added the ability to save progress
important, since it indirectly sparked international mid-battle.
interest in the series. Roy appeared with Marth The next two entries went to the DS, and both
in Super Smash Bros. Melee on the GameCube, are remakes of earlier games. Shadow Dragon is
leaving English-speaking fans wondering who a retelling of the first game, finally introducing
these red- and blue-haired swordsmen were. English-speaking gamers to Marth and crew. The
Inspired by that curiosity, Nintendo began mechanics are all updated to match the newer
localising Fire Emblem games thereafter. games (including the weapon triangle) and a few
The next game, Rekka no Ken (“Blazing prologue chapters have been added. There are also
Sword”), known as just Fire Emblem without new characters, though they only exist to replace
any subtitles in English, is both a prequel to the fallen ones. However, the game is quite ugly, with
previous game, and an introduction for new players. a dull colour palette and terrible-looking CG-
The first several chapters put you in the role of an rendered sprites. Some artwork was provided by
unseen commander, with a long tutorial given by Masamune Shirow (Ghost in the Shell), though this
a noblewoman named Lyn. After this prologue, the is not used in-game. The follow-up, Shin Monshou
story shifts to focus on Eliwood, Roy’s father. The no Nazo (“New Mystery of the Emblem”) is a
game is similar to its direct predecessor, though remake of the third game (the first Super Famicom
with lower difficulty. entry, continuing the story of Marth) and was not
The final Game Boy Advance game is Fire released outside of Japan. It does introduce a few Fire Emblem
Emblem: The Sacred Stones, which moves away elements continued in later games, like the Casual Awakening
from the story of Roy and Eliwood, and instead Mode that gets rid of permadeath, and the My rejuvenated the
focuses on twins named Eirika and Ephraim. This Unit user-created character, who has several new series, largely
entry borrows some elements from Fire Emblem chapters devoted to them. because the player
Gaiden, including the dual perspectives of the The DS games were not particularly popular, could pair up their
heroes, and the ability to travel around on a world but Nintendo gave it another go on the 3DS with favourite warriors
map, and with that, the ability to fight and grind at Awakening. Again, the hero is technically the and have them make
your leisure. user-created avatar My Unit (default name: Robin), a (full-grown) kid.
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but the protagonist is actually Chrom, the has been greatly expanded and the supporting cast
descendent of Marth. In addition to the return greatly fleshed out, with much more voice acting.
of Casual Mode, you can again venture around While its mission design feels dated, anyone who
a map to play non-story battles. The polygonal was put off by the modern Fire Emblem games will
visuals are nicer than on the GameCube, despite probably like this one.
the lower resolution. The series then moved to the Switch, with
Probably the biggest reason for the game’s Three Houses. Taking a note from Persona and
success was the return of relationship building, Trails of Cold Steel, it mostly takes place in a
last seen in Seisen no Keifu. While there’s no time- school setting, here a war academy. Rather than
skipping here, magical shenanigans enables the being a student, though, you’re a teacher, and can
children of the married couples to time-travel to choose how to spend your time around campus,
the current era and join their parents. There’s also attending activities or hanging out with students.
quite a bit of DLC that references past games. As the title suggests, there are three houses to
With the series revived, the Fire Emblem choose from, each with its own students, and a
team moved onto more ambitious projects with fourth house obtainable as DLC. Since relationship
Fire Emblem Fates. Focusing on a young prince/ building is the focus of the game, more emphasis
princess (another player avatar, default name is placed on the characters here than in most other
Corrin), who must choose which kingdom to fight entries. The story also includes a time skip, so you
for, Nohr or Hoshido. There are technically three can see how your classmates develop. Due to the
different scenarios, with two retail releases, the social elements, the battles aren’t quite as difficult,
idea being that you’d buy one of them, and then though some added features include Battalions,
purchase the remaining two as DLC. This sort of or hired mercenaries that fight alongside your
recalls the multiple scenarios of SEGA/Camelot’s characters. The weapon triangle was also ditched
Shining Force III, but the execution here is rather in favour of other weapon strengths-weaknesses.
poor. The writers were clearly stretched too thin, As usual with these long-running series,
and while Fire Emblem games aren’t really known there’s no real “best” entry, with most favourites
for their plots, here they’re worse than usual. In coming down to preference. Seisen no Keifu is
particular, Hoshido are obviously the good guys, best of the classic 16-bit games, Path of Radiance
while the Nohr are the bad guys, without much in is generally regarded as the strongest of the
the way of shades of grey. following generation, and Three Houses is the
The game itself is generally an improvement preferred game out of the more gentle, modern
over Awakening, with a castle that you can entries. The series has shown no evidence of
customise. The weapon “triangle” has been stopping, especially as Nintendo continues to add
expanded to include different types of weapons, new characters to the Super Smash Bros. games.
and they no longer break either. Players can also While not officially part of the series, it’s also
bring chosen characters back to their private well worth looking into the Tearring Saga games,
quarters for meetings. The Japanese version gave the titles created by Shouzou Kaga after leaving
close-ups on their faces, which you could touch Intelligent Systems and forming his own company,
with the stylus, something so weird and alienating Tirananog. The first entry, released in 2001 for
it was removed from the English versions. the PlayStation, has almost identical gameplay,
The final 3DS game, Shadows of Valentia, is the same interface, and even the same character
a remake of the second title, Fire Emblem Gaiden, artist. It’s styled after Fire Emblem Gaiden, with Three Houses
focusing on the heroes Alm and Celica. This being its two heroes commanding different armies, and features character
a throwback, it’s missing the romance elements a map screen to follow. Its original name was also artwork by Chinatsu
and the avatar characters of the other 3DS games. Emblem Saga; that was such a huge rip-off that Kurahana, known
While the DS remakes retroactively added some they were actually sued by Nintendo, and while for her work on Uta
more modern Fire Emblem mechanics, this publisher Enterbrain was ordered to pay damages, no Prince-sama, a
one really doesn’t, as it doesn’t use the weapon game sales were permitted to continue. In other multimedia franchise
triangle. It keeps some of its more unique traits words, it may as well be considered part of the focusing on a boy
(like archers being able to attack at close range) as series due to its lineage. Its sequel, Berwick Saga idol band. It’s quite a
well as the dungeon crawling. Due to the reliance for the PlayStation 2, changes this system so it bit more stylish than
on random variables, there’s a Turnwheel that, feels less like a clone, including a switch from that of other games
within limits, can be used to reverse time. The plot square to hexagonal tiles. in the series.
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Shining Force (series)
Developer: Sonic! Software/Camelot | Released: 1992 | Platform(s): GEN, SCD, GG, SAT, GBA
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a movie, as the combatant attacks their foe. While unleashing the demon king Zeon onto the land Shining Force II
the animation is simple, visually it’s so much of Granseal, and the player controls a young man is not a drastic
more impressive than the little figures in the named Bowie, who forms a new Shining Force to change from its
earlier Fire Emblem games. Indeed, these images stop him. It’s a little longer and more involved, predecessor, but
were featured prominently in advertisements, and though also much chattier. The interface has it is more refined.
helped sell the game to an international audience seen some improvements that make item juggling
that was believed to have been averse to role- less cumbersome (among other things), and
playing games. exploration is a little more open-ended, as you
Various other elements make it quite a bit can backtrack to previous areas instead of being
easier too. There is no permadeath, so defeated railroaded through chapters like the first game.
characters are available for subsequent battles, The class promotion is a little more flexible too,
and you can maintain your experience after and there are even alternate classes available to
getting wiped, giving you a chance to level up certain characters, provided you can find the
through repeated encounters. Terrain still has an proper items. While not a massive change, it’s
effect on stats, though counter-attacks, generally generally regarded as very slightly the better of the
a given in Fire Emblem, are much rarer and occur two Genesis games.
randomly. Character turns are also determined via SEGA created a Gaiden spinoff series for
their speed stats rather than the sides alternating the Game Gear, beginning with Ensei: Jashin no
in discrete turns, though there is some element of Kuni e (“Expedition: To The Kingdom of the Evil
randomness to it, and you can’t tell ahead of time God”, unreleased in the English) and Jashin no
who will act. While the game overall is certainly Mezame (localised as The Sword of Hajya). These
not as difficult as any Fire Emblem, it doesn’t are meant to bridge the stories in the first and
mean it’s easy either – allies can easily become second Genesis games. They were later compiled
overwhelmed, and a few careless moves can still together for SEGA CD, released internationally
spell defeat. as Shining Force CD, bringing the interface
Shining Force became an almost instant and visuals into line with those of the 16-bit
classic, and helped bolster the Genesis’ RPG line- games, and including a CD audio soundtrack.
up. In 2004 it received a remake for the Game Boy There are two extra scenarios to be unlocked
Advance called Shining Force: Resurrection of the as well, though due to the larger memory space
Dark Dragon, with redone graphics and assorted required, they require a Backup RAM cartridge
tweaks to make it easier to play. This port was to unlock. The story actually continues with a
developed by Amusement Vision, a team within third Game Gear game, subtitled Final Conflict,
SEGA, rather than the original developers. though this has never been officially translated
Shining Force II was a quick follow-up which in any form.
looks more or less the same at the outset, but The third Shining Force arrived on the
has a number of subtle improvements. The story Saturn, and marks a true evolution of the series.
this time involves a seal that has been broken, It was divided up into three separate releases,
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with completely different scenarios, which focus the PlayStation’s better titles of the late ’90s, and Shining Force
on various factions with their own leaders: the have aged terribly over the years. Plus, they include CD is basically a
first stars Synbios of the Republic of Aspinia, the digitised battle cries, which were fine in Japanese compilation of two
second Medion, Prince of Destonia, and the third but sound embarrassingly bad in English. The Game Gear games,
featuring Julian, an unaffiliated mercenary. The soundtrack is by composer Motoi Sakuraba, now visually on par
story initially concerns the war between the two who had also supplied the music to Shining the with the Genesis
kingdoms, though the true manipulator is actually Holy Ark. The soundtrack to Shining Force III ones, and with
the nefarious Bulzome Sect. It’s also connected is similarly outstanding, with leitmotifs built into redbook music.
directly to the events of Shining the Holy Ark. town and battle themes.
Some events, in which the characters’ paths cross, The Shining Force series technically didn’t
are shown from different perspectives in different end here, but the development team, which had
releases. Some choices made in one scenario can rebranded as Camelot by the time of the third
also affect another, though the effects of this game’s release, was growing impatient with SEGA
aren’t terribly large. Unfortunately, the biggest and had begun working with other publishers.
downside of Shining Force III has less to do with They eventually linked up with Nintendo, for
its contents and more to do with its release. The which they created their own original RPG series,
English version came as SEGA was beginning to Golden Sun, and assorted Mario sports games.
pull the plug on the Saturn outside of Japan, so Meanwhile, SEGA continued the Shining label as
only the first entry was localised, leaving the story a sort of general RPG franchise, but most of these
incomplete. later games weren’t strategy-RPGs, and indeed
From a gameplay perspective, it’s similar barely resembled anything from the original
to the Genesis games, though it borrows a few developers. As a result, there are cries from many
elements from Fire Emblem, particularly the fans who still wish for a proper return to the olden
capacity of characters to develop bonds when days of Shining Force.
fighting next to each other in combat, improving
their abilities. Some maps have secondary, typically
hidden areas, where you can split your party up,
and try to hunt for extra items.
The graphics are now entirely in 3D, though
this was never the Saturn’s strong point. The The second and third
sprites are CG-rendered on the maps and don’t scenarios of Shining
look great, though since the field is made with Force III were not
polygons, you can rotate the camera at will. released outside of
Less impressive are the battle scenes, which are Japan, leaving North
totally 3D and … are really rather ugly. They’re America and Europe
certainly better animated than in the Genesis with only one third
days, but they look markedly worse than those in of the story.
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Shining (series)
Developer: assorted companies | Released: 1996 | Platform(s): SAT, GBA, PSP, DS, PS2, PS3 and more
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This began the line of Shining games with artwork Wind, which features some original characters The series then
by Tony Taka, a well-regarded illustrator who was from the “real” world. Parts of Shining Wind’s split off into two
at the time known for adult games like Fault!! and story are difficult to understand unless you also separate action-
Sora no Iro, Mizu no Iro. But he’s also very skilled watch the anime. RPG directions: the
at fantasy artwork, here producing a wide variety of From a gameplay standpoint, these are 2D entries, with
attractive characters of different races, including evolutions of the Shining Soul games, with a few artwork by Tony
humans, elves, and beastfolk. However, the art main differences. For starters, you’re in charge of Taka, and the 3D
really is the main appeal of these games, because two different characters, the primary character entries, developed
the games themselves are very inconsistent, to the controlled using the left analogue stick, while the by Neverland.
point where some Japanese fans felt that the Tony secondary can be either AI-guided, or controlled
Shining entries were made more to sell figures or using the right stick. If positioned correctly, this
artbooks than to create games. pair can perform combo link attacks. The game
Shining Tears and Wind are also unusual also reels back the dungeon exploration and
for PlayStation 2 games in that they’re entirely focuses on just killing lots of bad guys in small
displayed in high definition (480i) 2D visuals with areas, giving it a feel sort of like a 2D version of
pleasant, watercolour-style, painted backgrounds, Koei’s Musou (Dynasty Warriors) series.
though they suffer from poor animation and There was another series of Shining games
frame rate, as well as long load times. Indeed, they released for the PlayStation 2, this time developed
look very pretty, but they’re very simple and aren’t by Neverland. They’re also hack-and-slash games,
much fun to actually play. based on their Record of Lodoss War Dreamcast
The story of Shining Tears focuses on a boy RPG. However, unlike Tears/Wind, they have
named Xion, who washes up on a shore without entirely 3D visuals. Both games feature different
any memory, but possessing a pair of strange character artists: the first, Shining Force Neo, has
rings. There are eight different characters art by Yuriko Nishiyama, and the second, Shining
you can partner up with, including the elven Force EXA, has art by Pako. Both of these games
archer girl Elwyn and the icy witch Neige, were released in North America.
with unique endings based on your favoured These games are less constrained than Tears/
character. Shining Wind focuses on characters Wind in their design, and less focused on missions
called Soul Bladers, who can use their partners’ and more on sprawling arenas where you run In response to the
hearts as swords. One such Soul Blader is Kaito, around, hack stuff up, and find loot. In addition calls of strategy-
the protagonist. The stories are fairly typical to a main character, whom you can upgrade and RPG fans, the DS
fantasy stuff, though they play a bigger role than customise in various ways, you’re usually joined entry, Shining
they did in the Soul series. Shining Tears was by two partners of your choosing. There is a wide Force Feather, was
released in North America but Shining Wind variety of characters of different races, including developed by Flight-
was not. In 2007, there was an anime TV series wolf-like beastmen, winged birdmen (and Plan, known for the
based on these games, called Shining Tears X birdwomen), centaurs, and even a robot and a baby Summon Night series.
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dragon. Unlike in Tears/Wind, you can’t control is more on resource and character management. There are three
them directly: they’re governed by AI. While the game was liked among Japanese fans Shining games for
Shining Force Neo stars a character named for its fun character banter, something Flight-Plan the PSP – Shining
Max, though it’s a completely different Max from was known for, otherwise it’s fairly average. Hearts (above far left
the one in the original Genesis game. In Shining The Tony Shining games continued with a screenshot and box
Force EXA, the main characters are a boy named trilogy on the PSP, which was Japan-only. Shining art above), a life-sim
Toma and a girl named Cyrille. The latter game also Hearts was the first instalment, released in 2010. RPG, and two SRPGs,
includes a customisable mechanical castle called Developed by Studio Saizensen, it’s actually a Shining Blade (above
the Geo-Fortress. Despite being mechanically spiritual successor to their earlier PlayStation left) and Shining Ark.
similar games, their stories are unrelated. While game, Doki Doki Poyacchio. The main character
they are hardly stellar, the action feels much more in this one is a swordsman named Rick, who has
satisfying than in the Tony Taka games, so they taken up odd jobs on the island of Wyndaria. One
end up being more fun, even if they’re still a bit day a mysterious girl named Kaguya, who has lost
repetitive. The wide selection of partner characters her memory, is washed ashore; naturally, Rick
of different races and types also makes them feel a comes to her rescue. Though Kaguya is technically
little closer to the 16-bit games, even though they the main heroine, you can also pick from one of
play nothing like them. three partners – Amir, Neris, or Airy – though
Some of the next few games return to the other than their character designs, there’s not
series’ SRPG roots, though they’re still quite much difference between them.
different from the 16-bit games. The first of these Much of the game is spent running
is Shining Force Feather for the 3DS. This was various sub-quests, which grant you hearts
developed by Flight-Plan, known for its Summon of four different colours, which are the keys
Night series of SRPGs, and features art by Pako, to advancing the story. There’s also the MOE
who also did the illustrations for Shining Force (Mind Over Emotion) system, which is basically
EXA, along with another artist, Noizi Ito. identical to the LIPS from Sakura Wars, in that
The game takes place several millennia after you’re given a short amount of time to respond
a huge battle against beings called the Kyomu. to dialogue questions. You can go fishing, you
The ruins created by this war still draw treasure can go sailing, you can go foraging. It’s not an
hunters, including the hero, Jin, who discovers action RPG, unlike the previous Shining games,
and activates an ancient android girl named Alfin, and has a more traditional JRPG turn-based
who joins in for more adventures. battle system. Since Rick works at a bakery and
While you can walk around the airship that often does deliveries, there’s a whole system in
functions as your base, there are no towns or place for baking bread.
overworlds to explore: you just jump from scenario Shining Hearts defines itself as a “slow-
to scenario. The battle system is completely life RPG”. It’s visuals and music are pleasant,
different from that of the old days, removing the particularly due to the soundtrack by Hiroki
movement grid and instead giving you a circular Kikuta (Secret of Mana), but movement is
radius to indicate how far you can move. Each sluggish, the battles are tedious, and load times
character has a Force meter, which determines how are long – the game is supposed to be relaxing,
many attacks they can perform, and regenerates a but it may be more liable to put you to sleep. An
bit after each turn. When combat begins, you’re anime adaptation was also released, called Shining
switched to a side-view perspective. When on the Hearts: Bread of Happiness.
offensive, if you hit the button with the correct The second PSP game, Shining Blade,
timing you can activate extra damage, then is another SRPG, and again focuses on Soul
choose from a variety of attacks, which can inflect Bladers, as in Shining Wind. The hero is
elemental damage. When defending, you can also Rage, a human who was summoned from
time button presses to regain either HP or Force. another world, and wields a sword named
Multiple characters can also join in for union Yukihime, which possesses the spirit of
attacks. While unique in concept, in practice, it’s a woman. Other characters from the previous
kinda boring. Most SRPGs require that you use the Tony Shining series make appearances as well.
terrain to your advantage, but here, most of the With the party he assembles, Rage fights back
maps are just flat open plains, and the emphasis against the evil Dragonia Empire.
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Shining Blade was developed by Media. in others, it’s a step backwards. While most of the
Vision, the same company as developed all of the These then led into the sole HD game, Shining Tony Shining series
Valkyria Chronicles games after the second one. Resonance, released in 2014 for the PlayStation stayed in Japan,
As such, it actually uses a nearly identical battle 3. The hero in this game is a young man named SEGA did bring over
system, referred to as BLiTZ (Battle of Live Tactical Yuma, who holds within him the power of the Shining Resonance
Zones). At the beginning of each turn, you’re Shining Dragon. He can take on the monstrous Refrain, an HD port
presented with an overhead-view map, with icons form of this beast, though he can’t always control of a game originally
showing your player characters and the enemies. it. He is drafted into a war between the kingdom of released on the
When you choose to move on, the view zooms Astoria and its rival, Empire of Lombardia. PlayStation 3.
down and goes 3D, and you directly control the The game is a more traditional JRPG, and
character on the battlefield. There are a few types plays much like a Namco Tales game, right down
of weapon, including mêlée gear, bows and arrows, to the action-based battles, in which you control
and magic. If another character is in range, you a single character, while the rest of the party is
can also have them link attacks, or call the units governed by AI. The characters’ weapons are based
to walk together. There are Force special moves, on musical instruments, and provided they can
based on a gauge that increases over the course of charge up the party’s super meter, can activate a
battle. Additionally, there are Diva characters who BAND performance, triggering a vocal song and
can provide aid through song, though they can’t giving perks in combat, like the songs from Blade
perform any other actions when they’re singing. and Ark. There are also events that strengthen the
It’s a solid system, but it’s also a bit on the emotional bonds between the hero and the other
easy side. The story is also pretty repetitive and not party members, which is an element typical of the
all that interesting. As in the PS2 games, there is a Tony Shining games.
Likeability stat that determines your relationships The attractive character designs look quite
with the other characters, which can affect the nice rendered in 3D, though the environments
ending. The visuals are quite pretty and the music are fairly bland. The vocal themes are forgettable
is decent, and the game’s certainly of better quality J-pop, but the rest of the soundtrack has a
than most that preceded it. pleasant Celtic feel. From a gameplay perspective,
This was followed up by the third and final the difficulty curve is unbalanced, and you’re
PSP game, Shining Ark. The story set-up, however, forced to travel through the same boring areas
is very similar to that in Hearts. It takes place on repeatedly. The story is typical anime fantasy
the mostly deserted island of Arcadia, where a stuff, resulting in a pleasant if somewhat
village boy named Fried discovers a girl washed up derivative game. Initially confined to Japan,
on the shores. Her name is Panis, she has a single a remade version dubbed Shining Resonance
black wing on her back, and she’s lost her memory. Refrain was released internationally in 2018 for
Shortly after, a red moon appears on the sky, and Windows, PlayStation 4 and Switch. This includes
the island is attacked by giants. Only Panis’ songs all of the DLC from the PS3 release, plus two
can quell them. additional playable characters in the optional
The game is another SRPG, mechanically Refrain mode.
pretty similar to Blade. The main difference is that The Shining series didn’t completely stick
in Blade, you could pick which characters to move, to RPGs either, as the Tony Shining characters
but here, turn order is determined by character were used as the centrepiece of the 2D fighting
and enemy speed stats, as in Final Fantasy Tactics. game Blade Arcus from Shining. Developed by
The difficulty is a little higher (there are both Studio Saizensen (who previously did Shining
casual and standard levels) but there are other Hearts, and later made the fighting game Blade
issues – namely, you can only take four characters Strangers), it features a couple of new characters,
instead of five into battle, and one of those is but the cast is mostly the crew from Hearts, Blade,
always Panis, so in reality you can only pick three. Arc, and Resonance. This version was actually
And then there’s Panis herself, who talks like a released internationally on Steam, though none
cute, innocent little girl despite being at least a of the earlier games had been localised at the
teenager, and is incredibly obnoxious. While Blade time of release in 2016. An enhanced version,
offered the ability to romance the other heroines, subtitled Rebellion, was later released for the PS4,
here Panis is the sole object of Fried’s affections. but only in Japan, including four extra characters
So in some ways, the game is an improvement, but from Resonance.
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Super Robot Wars (series)
Developer: Winkysoft/assorted companies | Released: 1991 | Platform(s): GB, FC, SFC, PS1 and more
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Langrisser (series)
Developer: Masaya/Career Soft | Released: 1991 | Platform(s): GEN, SFC, PCE, PCFX, PS1, SAT and more
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good while, though at least most of them let you Tactics, rather than dividing actions into turns.
save mid-battle. Langrisser V changes to the movement system
The first game in the series was initially by allowing you to take half-, rather than whole-,
released for the Mega Drive. And for a long time, square steps, giving greater control over your
this was the only game localised into English, positioning, though the interface for this is rather
known as Warsong. This version slightly redesigns clunky. After both entries had been released on
the character portraits to make them look less the Saturn, Masaya bundled them together for
anime. Langrisser II was also a Mega Drive title, the PlayStation, dubbing them Final Edition.
though it received a substantially remade version A lot has changed in the port; the biggest is that
for the PC-FX called Der Langrisser. In it, your Langrisser IV now uses Langrisser V’s battle
characters’ initial statistics are determined by system. Overall, these games aren’t bad, but they
answering a series of questions, as in Ogre Battle, never really recaptured the popularity of the The large number of
and this has since become standard for the series. first two games. So the developers, at this point attractive women in
The PC-FX game, being on a CD, benefits from known as Career Soft, moved onto a new series, bikini armour meant
animated cutscenes and voice acting. However, called Growlanser. this series lent itself
the biggest additions in Der Langrisser are the The Langrisser series didn’t quite die well to pin up-style
plot branches, allying you with different factions though, as Masaya continued it on the Dreamcast artwork as seen above.
or letting you fight against them all. The difference with Langrisser Millennium. However, this is
is substantial – there are around 25 scenarios really a Langrisser game in name only – it’s more
in the original Langrisser II, whereas the four of an action-strategy game than an SRPG, plus
different paths in Der Langrisser add up to over Satoshi Urushihara’s artwork has been replaced
75. It was later ported to the Super Famicom by character artwork from Kaishaku (Steel Angel
too, and all subsequent ports are based on Der Kurumi). It was also a flop, though a Wonderswan
Langrisser, even if they’re titled Langrisser II. game released around the same time, Langrisser
The first two games were compiled together for Millennium WS: The Last Century, at least keeps
release on the PlayStation and Saturn. the classic gameplay.
Masaya decided to reinvent the wheel for The series was resurrected again in 2016
Langrisser III for the Saturn, moving to a system with a 3DS title called Langrisser Re:incarnation:
closer to that of SEGA’s Dragon Force. Instead of Tensei, likely released due to the success of the
commanding each unit on the battlefield, you’re Fire Emblem games on the system. Developed by a
only given control over the Generals. After setting company called Extreme, it did return to the usual
a destination for your General, your characters SRPG gameplay, though in most other ways, it’s
and the enemies move simultaneously. When an awful game – terrible balance and shockingly
they collide, the screen zooms into the battlefield, ugly graphics, and again missing the signature
where you can give specific commands to each Urushihara artwork.
squad member, or just let the computer take over. Langrisser was also brought back in the
You’re then treated to a pseudo-3D rendition form of smartphone games, featuring characters
of the battle, though these scenes are both ugly from throughout the series, and these were
and hard to follow. There’s also a greater focus actually pretty good. They culminated in a full
on the heroines; depending on how you interact remake compilation of Langrisser I & II for the
with female compatriots, their feelings about PS4 and Switch in 2019. In addition to fully
you will change. While the multiple paths of Der remade graphics, this includes new art by Ryo
Langrisser are gone, there are still two major Nagi (ar Tonelico) as well as an option to use
endings depending on the various choices you’ve the classic Urushihara artwork, plus a choice
made throughout the game. Due to the changes, between the original Mega Drive music and
this game was deeply unpopular with fans. newly arranged versions. Not only does it give
The fourth and fifth games were returns to English players their first chance to experience The artwork for
form, bringing back the battle system from the Langrisser II, but it also expands the story in the 2019 remake
first two games, and enhancing the graphics Langrisser I, adding plot branching. It isn’t feels more modern,
a bit. These games are also closely connected quite comprehensive – it’s missing the animated but lacks the
storyline-wise. New to Langrisser IV is the cutscenes from the earlier CD versions, for one distinctive style that
Judgement system, where character turns come – but they’re the best treatments the series has characterised the
around based on their speed, as in Final Fantasy received since the 32-bit era. series in its glory days.
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Growlanser (series)
Developer: Atlus/Career Soft | Released: 1999 | Platform(s): PS1, PS2, PSP
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Did you dutifully watch the inn while the keeper in turn seemingly caused a cataclysmic event a Opinions are split
was away? And so forth.) millennium ago. Combat has been tweaked to add as to whether the
This entry was originally released on the combo spells and super-limit ability attacks, plus first or the fourth
PlayStation, then updated for the PSP with some missions have various objectives that you can pass Growlanser game
new characters and a few branching paths. It’s also or fail at. While the first game let you develop your is the best, though
generally regarded as the series’ best, not only for vacation town, here it’s already well developed, the latter has the
having the strongest story, but also for its excellent and instead acts as a base for your team, as in advantage of an
soundtrack by composer Noriyuki Iwadare (also the Suikoden games. You can also cultivate English localisation
of the Langrisser games), who did not work on your own fairy with their own personality, using for the PSP.
subsequent instalments. Unfortunately, this game designs based on the previous games. Lots of
was never released in English. side characters also die in the course of the story,
The second game moves to the PlayStation 2, though some of them can be saved, depending
and it’s the odd one out in many ways. It’s the only on your actions. While originally a PlayStation 2
game to feature a protagonist who can actually game, it was later ported to the PSP, with some
talk, and he doesn’t have a fairy companion. Taking extra story branches. This version was released
place a year after the first game, Growlanser II: in North America, though it excises all of the
The Sense of Justice focuses on Wein Cruz, voice acting. It’s a pretty decent title, and one of
a knight of the kingdom of Burnstein. the best in the series, along with the first game.
This entry introduces the ring weapon A storyline sequel called Growlanser IV Return
system, which lets you use spirit stones to was also released for the PlayStation 2, though this
customise your abilities. It’s also unusual in that is an adventure game rather than an RPG.
it gets rid of much of the exploration; instead The fifth game, Heritage of War, is
you travel the game world via an interactive map, structured similarly to Dragon Quest IV, as the
which sends you to various areas and scenarios. game is divided into five chapters, each with
It’s a relatively short game, as you can reach the different protagonist; the “main” one, Zeonsilt,
ending in less than ten hours, but there are several is playable in the final one. The story focuses on
different plot branches, so you need to play it an island continent that is not only plagued by
through a few times to see everything. Overall, it’s conflict between its human inhabitants, but also
an interesting experiment which feels more like a by marine monsters called Screapers. The visuals
spinoff than an actual sequel. have moved to pure 3D, and while the Growlanser
Growlanser III: The Dual Darkness is a little series was never a looker, it’s pretty ugly here.
closer to the original game. It stars a boy named The battle system has changed so that you
Slayn Wilder, who not only has amnesia but can also directly control the protagonist, and the computer Several other
see ghosts and spirits. It’s up to you to investigate controls everyone else, though you can pause play Growlanser games
and save a dying world where sunlight seems to issue orders to them. The game was released in were localised into
to be disappearing. In the original Growlanser, English, though it was rather poorly received. English, though the
all of the areas were connected by separate Growlanser VI: Precarious World is the last quality of the series
map screens, with visible enemy encounters. game in the series and takes place in the same was inconsistent,
This entry uses an overworld map that features game world, though on a different continent, and we tended to get
random battles. The dungeons are also randomly which is split into three warring nations. the weaker entries.
generated. Since it was developed in tandem with It ditches the chapter structure of the previous
Growlanser II, it uses many of the same assets. game, and stars an amnesiac soldier named
Both games were released in one package in North Merklich, part of the group Monopolis, who
America by Working Designs, dubbed Growlanser eventually obtains the ability to go back in time.
Generations. However, given the various changes It fine-tunes some elements of the previous game,
and compromises in relation to the first game, they but ultimately its faults and foibles are similar.
aren’t really all that well regarded. This one wasn’t released internationally, but the
The fourth game, subtitled Wayfarer of Time, series’ fans never particularly cared for either
returned to its roots, eliminating the world map the fifth or sixth entries anyway. After the PSP
and random dungeons of the third game and ports of the first and fourth Growlanser games,
returning to the structure of the first. The hero is Career Soft was then drafted to work on Atlus’
Crevanille, a member of a group of mercenaries, Shin Megami Tensei: Devil Survivor series, where
who wages a war against an army of angels, who their SRPG talents were put to good use.
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Front Mission (series)
Developer: Square | Released: 1995 | Platform(s): SFC, PS1, PS2, WSC, DS, X360, PS3
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increasing their effectiveness with various weapons, successors. There are only a few skills, and neither The first Front
ultimately it’s more advantageous to tinker around the character-building nor the tactics are as Mission wasn’t
with your equipment and see what works best. complicated. The visuals are excellent though, as is released in English
As in most strategy games, the story has a the soundtrack, primarily by Yoko Shimomura. until the 2007 DS
heavy focus on war and politics. The game setting The original version was not released outside of port, which notably
is in a near future, in which most of the nations Japan, though the menus are largely in English, removed Amano’s
have banded together to form two superpowers so it’s still relatively easy to navigate. A later art from the cover.
– the USN (United States of the New Continent, PlayStation release tunes up the visuals and adds
consisting of North and South America) and a new scenario, focusing on the USN side of the
the OCU (Oceania Cooperative Union, which is war and introducing several new characters with
most of Asia). Despite being a Japanese game, plenty of new missions. This provides the basis for
Front Mission has a very Western feel to it. Most the DS version, which is the only version released
games have an international cast, as well, with in English, and contains a few more missions that
characters from all over the globe. Other than tie into later games in the series.
the original game and its spinoff Gun Hazard, Front Mission 2 takes place 12 years after
which have distinctive character designs by the the original. There’s turmoil in the Asian land
famous artist Yoshitaka Amano, the games have of Aroldesh, with a revolutionary army gradually
had relatively realistic depictions of the characters. advancing and taking control of the country.
The mechas look plenty different from your typical Unfortunately, a young Wanzer pilot, along with
Mechwarrior robots, and they’re far grittier and at his squadron, the Muddy Otters, gets caught
least a bit more realistic than your typical Gundam. up in an attack, and the soldiers are forced to
Most of the Front Mission games were scatter. Eventually, they regroup, meet up with
directed by Toshiro Tsuchida, who had also worked another lost battalion, named the Dull Stags,
on Cybernator (a.k.a. Assault Suits Valken) for and begin their fight against the dissidents.
NCS/Masaya. However, the series has seen a In addition to the usual mid-mission exposition
whole gamut of different character designers and mecha upgrading, there’s also an Internet-
and composers, so the feel is not really unified like feature that lets you research various
across the games, and most of them appear quite characters, as well as unlock various stuff, if you
disparate in many aspects. Even the gameplay have the right passwords. Front Mission 2
often changes quite a bit between instalments. This sequel expands greatly on the original, would be a decent
The original Front Mission focuses on a adding significant layers of depth. There’s a much game, if it weren’t
hotly contested warzone known as Huffman heavier emphasis on skills, as there are now well for the absolutely
Island. A select group of OCU soldiers is sent over 40 (compared to the seven in the original). glacial pacing,
to investigate a USN facility on the other side of You can then pick the skills you want to equip, largely caused by
the island. But naturally, they’re ambushed, and which are randomly executed in battle. The other persistently long
war breaks out. As a Super Famicom SRPG, it’s big change is the emphasis on AP consumption load times and fancy
an excellent game, but against the background and regeneration. The more AP you have when but overly long
of the series, it’s not nearly as in-depth as its you attack, the better your chance of succeeding. combat sequences.
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AP regeneration is also affected by surrounding increase your accuracy or evasion, or fine tune The first two games
units – enemy units will drag it down, but keeping your armour to protect against attack by flame, had not been localised
close to friends will keep it up. impact, or penetration. The “internet” feature into English when
On the main screen, the environments are from its predecessor has been greatly expanded Front Mission 3 was
3D, although the mechas are ugly 2D sprites. upon, offering World Wide Web-style pages for all released in 1999, but
Amano was replaced as character designer of the major organisations in the game, lending it’s a fine entry point
by fantasy artist Jun Suemi (who worked on incredible depth to the game’s storyline. into the series.
Japanese Wizardry titles). Noriko Matsueda, who If a character is attacked, there’s a random
contributed to the first game’s music, returned to chance that they’ll be ejected from their mecha. It’s
compose the whole soundtrack, though it’s not possible to kill a pilot when they’re unprotected,
quite as good. or even hijack enemy mechas. Enemies can also
The fight scenes are no longer just two surrender, if they feel the odds are too stacked
mechas shooting at each other. Instead, you’re against them, and their mechas can be nabbed
treated to a cinematic sequence showing both after you’ve won. The game as a whole is much
opponents dashing around the landscape and faster paced. The load times are practically gone,
fighting violently. The graphics are surprisingly the fight sequences are shorter, the maps are
crisp and the frame rate is extraordinarily smaller, and you only control four characters in
smooth, but all this leads to exasperating load each stage. There are well over 100 scenarios across
times, and these scenes are not skippable, at least both storylines, so the game still feels meaty.
in the initial release. The Ultimate Hits version The only issue is that the game is quite a bit easier
lets you disable these, which does greatly speed than your standard Front Mission.
up the pace. The character designs this time were provided
Front Mission 3 was released for the by Akihiro Yamada (Record of Lodoss War
PlayStation in 1999, and was the first game in the manga). The music is by Koji Hayama (Choaniki)
series to get an official English release. This works and Hayato Matsuo (Ogre Battle), and while there
well: it’s more refined and easy to get into than its are a good number of memorable songs, it’s not
predecessors. Taking place roughly ten years after really a standout soundtrack.
Front Mission 2, our heroes are Kazuki and Ryogo, After the drastic departure of Front Mission 3,
two Japanese teenagers working as Wanzer test the series moves back towards its roots with
pilots for Kirishima Heavy Industries. However, the first PlayStation 2 instalment. The large-
while they’re delivering some mechas to a military scale battles have returned, and the difficulty
base, a suspicious explosion rocks the land, has been cranked back up. Thankfully, all of
drawing the two into international conspiracies, the improvements, such as the sped-up battle
Chinese rebellions, the mysterious human sequences and distance weapons, have been
experiment known as the Imaginary Numbers carried over. (The ejecting pilots have been
project, and the hunt for a deadly weapon known removed though.)
as MIDAS. There are once again two storylines in Front
Right at the beginning of the game, Kazuki Mission 4, although here the focus alternates
is offered a choice – go with his friend Ryogo to between them every few stages. Elsa is a rookie
make a delivery, or stay at home. This seemingly recruit sent to help defend a German base from
insignificant decision will affect the storyline for attack, while Darril is a lazy USN soldier who goes
the rest of the game, sending the heroes on two AWOL with his comrades after stealing some gold.
completely different paths, allying our heroes with Their stories eventually intertwine, although they
opposing factions – one with the Da Han Zhong remain separate through most of the game. It’s
(DHZ) Army, and the other with the USN. also the first Front Mission to use voice acting,
Front Mission 3 tunes up many aspects of which is in English in all regions.
the game, giving range to most of your weapons There are many new additions to the system
instead of relying on close-quarters combat, and in Front Mission 4, the biggest being a shift of
linking skill acquisition to equipping certain emphasis onto the Link attacks. Before going
mecha parts. You can now distribute AP to into battle, you can set a certain number of Links
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between specific characters. When one character a close-up viewpoint, and you watch as the robots Perhaps due to the
attacks, and one of their Linked allies is within exchange blows, all in one smooth motion. The chilly reception of
attack range (and has the necessary AP), that ally shakiness of the camera emulates the feeling of Front Mission 4 (and
provides an additional attack. You can also set up real war footage, and the viewpoint constantly the DS re-release of
defensive Links for counter-attacking. Naturally, changes, making these scenes far more engaging. the original Front
the bad guys can do the same thing, which can A majority of the soundtrack has once again been Mission), the fifth
lead to trouble if you’re not careful. Even though composed by Hidenori Iwasaki, although this time and final game of
it’s an excellent idea, the overall strategy focuses he’s joined by Kenichiro Fukui. The end result is the core series was
a bit too much on setting up and executing Links, the best game in the series, though unfortunately passed over for
which makes gameplay somewhat cumbersome. it was not localised into English. localisation. Which
Your attacks can be affected by the weather or time This is the last game in the mainline is a shame, since it’s
of day – night often falls during battles, making it series, though there are plenty of spinoffs. Front the best one.
harder to wield certain weapons. Additionally, all Mission: Gun Hazard was released for the Super
of your guns – not just missile launchers – have Famicom in 1996, and is an action game similar
limited ammo. to Cybernator, though it’s a bit more open-ended
The visuals have obviously improved over the and story-focused, with a world map for travel
PlayStation days, but they still look muddy. The and more mecha customisation. The best aspect
music, provided by newcomer Hidenori Iwasaki, of this game is the soundtrack, jointly supplied by
is also rather mediocre. It’s still a decent strategy Nobuo Uematsu and Yasunori Mitsuda, two of the
game but some of these nitpicks drag it down a bit. best musicians to have worked with Square. It’s
Front Mission 5: Scars of the War takes also the only game, other than the first, with art by
everything from FM4 and retools it into a far Yoshitaka Amano.
superior game. The game’s plot spans nearly In the PlayStation era, Square also released
the entirety of the Front Mission timeline. Front Mission Alternative, which is an unusual
The opening sequence depicts the First Huffman real-time strategy game. In each mission, you’re
Incident (which took place years before the first given a map of the stage, complete with the
Front Mission game) and concerns the lives of a locations of enemy soldiers. All you need to do is
trio of friends – Walter Feng, Randy O’Neill, and tell your battalions of mechas which waypoints
Glen Duval – caught on opposing sides of the to go to and which enemies to attack. Then you
war. The story of Front Mission 5 takes place over watch your mechas march through the level,
several years, as it chronicles Walter’s tour of stumble over the scenery, attack the bad guys, and
duty in the USN army. Major portions take place wait until you issue your next order. There’s a lot
in between Front Missions 2 and 3, and you’ll of sitting and watching your mechas traipse over
encounter several familiar characters, including the maps, which isn’t terribly interesting, and the
Emma from FM3 and Darril from FM4. Many of story isn’t that interesting either. So overall, it’s a
the more annoying aspects of Front Mission 4 have bit of a failed experiment.
wisely been ditched. Gone are the weather effects Square tried for an online battle game with
and limited ammo for non-missile weapons, and Front Mission Online, which ran from 2005 to
the Link system has been drastically simplified, 2008. They then decided to reboot the series with
so it’s now just a skill to equip. Front Mission Evolved in 2009. Series producer
It’s also remarkable how much the graphics Shinji Hashimoto oversaw the project, while
have improved in Front Mission 5. The muddiness Motomu Toriyama wrote the story, but otherwise,
is gone, the terrain is more detailed, and the the game was developed primarily by American
mechas look more awesome than ever. But the studio Double Helix. It is a simplified 3D mecha
real clincher lies in the presentation. Unlike the action game, with some multiplayer elements.
old games, in which you would move first, then The action is average, but nothing about it really
attack, in FM5 you select your position and then feels like Front Mission, and the story, which is a
choose your action before you actually execute complete reboot, isn’t very good either. As such,
any commands. When you attack, your mecha this revival fizzled out, and the series has been
slides up to your enemy, the viewpoint fades into dormant since.
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Hanjuku Hero (series)
Developer: Square | Released: 1988 | Platform(s): FC, SFC, WSC, PS2, DS
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Dragon Force
Developer: SEGA/J-Force | Released: 1996 | Platform(s): SAT, PS2
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Ogre Battle (series)
Developer: Quest | Released: 1993 | Platform(s): SNES, NGPC, PS1, SAT, N64
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Tactics Ogre (series)
Developer: Quest | Released: 1995 | Platform(s): SFC, PS1, SAT, GBA, PSP
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Final Fantasy Tactics (series)
Developer: Square | Released: 1997 | Platform(s): PS1, PSP, GBA, DS
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you’ve unlocked some more Job classes and built rest of their town) transported into the world of The cutscenes
up your team. Late in the game you can almost Ivalice. Most seem to prefer this fantasy version of newly added to the
totally break it, thanks to powerful classes like the their lives to their real ones, but the hero, Marche, PlayStation Portable
Calculator, who can use maths in curious ways to does not, and finds himself at odds with his former version, however
create incredible amounts of destruction. friends. The storyline is thin, with the emphasis on brief, are beautiful
Final Fantasy Tactics came on the heels of fulfilling sub-quests. There’s quite of a bit content, renditions of Akihiko
Final Fantasy VII, and it seemed rather off the wall but it can become tedious. Yoshida’s unique
at the time. Its fantasy setting appeared quaint The Job system is still present, but has character designs.
compared to the spiky hair/huge sword sci-fi world seen some changes, mostly due to the inclusion
of that game, and it eschews 3D graphics and fancy of other races. In addition to humans (called
cutscenes in favour of primarily 2D visuals. It looks Humes), there are the lizard-like Bangaa, the
much like Tactics Ogre did, complete with sprite- rabbit-like Nu Mou, the bunny-like Viera, and the
based characters, though since the battlefields are classic Moogles. Jobs are restricted to specific
3D, they can be rotated at the player’s command, races, so the ability to mix and match abilities
allowing for more elaborate design. The orchestral is limited. Skills are also learned by equipping
score is brilliant, particularly the battle themes, weapons, which you first need to find, drastically
though the style is markedly different from that of limiting your freedom. The most contentious
previous Final Fantasy games. additions are Judges, neutral characters who
Altogether, Final Fantasy Tactics is a definite enforce Laws, which are determined at the start
classic, and one of the pinnacles of the SRPG genre. of battle. These will outlaw certain attacks or
The game was a fairly big success in both Japan abilities, and ignoring them could send the
and North America – it sold well, it earned great offending character to jail (or worse). It’s an odd
critical acclaim, and created a rare product that inclusion, restraining play, and doesn’t make
could both satisfy genre fans and make new ones. much sense – it was so hated in the original
A 2007 PSP port, given the subtitle War of the Japanese release that the overseas version made
Lions, adds in some animated cutscenes in it less troublesome. Overall, Final Fantasy Tactics
a gorgeous painted art style, and a complete Advance is still a great SRPG – it maintains many
retranslation that is far better than the only of the core elements that made its predecessor
halfway comprehensible English of the PlayStation so fantastic – but the drastic change in tone and
game. However, it suffers from numerous technical altered mechanics made it a disappointment for
issues, particularly the noticeable slowdown that some fans of the original.
occurs when casting spells, but also smudgy visuals A sequel was released for the DS, called Final
and noticeably worse music. A later smartphone Fantasy Tactics A2. While featuring a new roster
port fixed most of these issues, though the touch- of characters and ditching the “real world kids in The original Final
screen controls don’t work all that well. fantasy” angle, it plays very similarly. The Judges Fantasy Tactics
While there was never quite a sequel, Square and Laws are less annoying – you get bonuses Advance made
did follow it up with a spinoff for the Game Boy for complying, rather than punishments for some technical
Advance, titled Final Fantasy Tactics Advance. breaches – and new races include the pig-like Seeq compromises to
As it was aimed towards the slightly younger and the winged dragon-like Gria. It’s a definite fit onto the GBA
audience of the portable, various elements were improvement over the GBA game, but those who platform, but its DS
simplified. The story focuses on a group of children preferred the PS1/PSP game will still probably find sequel looks and
in the real world, who find themselves (and the little of interest. sounds much better.
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Arc the Lad (series)
Developer: G-Craft/Cattle Call | Released: 1995 | Platform(s): PS1, PS2, WSC, IOS, AND, MOB
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The success of the title in Japan led to the initial trilogy. Arc the Lad: Twilight of the Arc the Lad III
a related anime series, plus two spinoffs – a Spirits focuses on a world divided into humans updates the
Wonderswan Color SRPG called Arc the Lad: and demon-like creatures called Deimos. There graphic style, but it
Kijin Fukkatsu (“Resurrection of the Machine are two protagonists, the human warrior Kharg was made by a new
God”), also starring Elc, and Arc Arena (a.k.a. and the demon Darc, and the story switches team, and it shows.
Arc the Lad: Monster Game with Casino Game) viewpoints between them until they eventually
for the PlayStation, which focuses entirely on the team up. Given the millennium between this and
monster-battle arena from the main game. the previous games, the storyline connections
Arc the Lad III moves the game on a few are fairly thin, though this also makes it an
years, letting you explore the world after the acceptable jumping-on point for new players.
fallout from the events of the second game. However, it feels like even less of an Arc the Lad
The new hero is Alec, who begins a quest to game, largely due to the shift to 3D. The designers
become a Hunter. While the hunting guild was an changed to Cattle Call, previously of the Atlus
element of the second game, here it’s pretty much RPG Tsugunai. The character designs are totally
the crux of the story, as you take on more missions different in style, and because it’s an early PS2
to advance the plot. The visuals have been changed title, it looks kinda ugly. The music is still pretty
from pure 2D to 2D sprites on 3D backgrounds, so good, at least.
it looks a little more like a typical PlayStation RPG, The battle system has changed, freeing
for better or worse. the characters from grid movement, and instead
At this point G-Craft had been absorbed into allowing them to move within a defined radius.
Square, so this entry was largely made by a new Similarly, each move has its own attack area,
team. And it shows, because neither the story nor allowing you to target multiple enemies at once
the characterisation of pre-existing characters, are if they’re close to each other. There is no MP;
as good. Various elements have also been scaled instead you use Spirit Stones to power magic or
back, with a much lower number of playable super-moves, which are either bought, found, or
characters and missing systems, like the absence of obtained from fallen enemies. Overall, the battle
the blacksmith and skill improvement mechanics. system is fairly decent, but the rest of the story
The end result is a game that’s pretty good, but not drags, resulting in a game that’s pretty middle-of-
really up to the level of its predecessor. the-road, and disappointing for Arc the Lad fans.
Initially, none of these games were released in But it was still better received than its sequel,
English, but Working Designs eventually released Arc the Lad: End of Darkness. This stars a boy
a compilation pack in 2002 which included all named Edda, this shifts the genre to action RPG,
three games plus the Arc Arena bonus disc. At this but unfortunately it plays very poorly. Characters Twilight of the Spirits
point they all seemed pretty outdated visually, but from previous games are available in side- was the last mainline
the flaws of the first game were also less apparent, missions, but that doesn’t really save the game. SRPG in the series,
considering you could beat it in a few days and This spelled the end of the series, at least until a and it’s not bad, but
then move immediately to the better sequel. 2018 free-to-play mobile RPG called Arc the Lad R. it barely has any links
With the jump to the PlayStation 2, the Released only in Japan, it continues the story of to the other Arc the
series enters a whole new era, 1000 years after the characters from the first two games. Lad games.
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Sakura Wars (series)
Developer: SEGA/Red | Released: 1996 | Platform(s): SAT, DC, PSP, PS2, PS4
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story and two new women: Reni, an androgynous like the anime TV and OVA series and the manga, The Dreamcast
child progeny from Germany, and Orihime, a hot- were released in English. SEGA then attempted to Sakura Wars games
blooded half-Italian singer. relaunch the series, with the initial project being a were developed by a
The third game moved to the Dreamcast and remake of the first game for the PlayStation 2, in part of SEGA called
reset the stage from Japan to Paris, France. The the style of the Dreamcast games. Subtitled Atsuki Overworks. Some
third game, subtitled Pari wa Moeteiru ka (“Is Paris Chishio ni (“In Hot Blood”), this was intended for of the same staff
Burning”) focuses on the Chattes Noires theatre, English release but somehow never made it across would later go on to
where the dancers dress as catgirls. The roster is the ocean. develop the Valkyria
entirely new, including the klutzy heroine (and The next part of the project was a fifth entry Chronicles series.
nun-in-training) Erica, the high-class Glycine, the for the series, which moved the action to the
young orphan Coquelicot, the half-French half- United States, finally marking its English debut.
Japanese noble Hanabi, and the devious criminal Playing as Ichirou Ohgami’s nephew, Shinjirou
Lobelia. The 2D visuals have improved, due to the Taiga, you are transferred to the American branch
higher resolution of the Dreamcast, plus the battle to helm the New York Combat Revue, which
scenes are now fully 3D. The tactical battle system puts on Broadway-style shows. The heroine is
has been changed too, now called ARMS (Active Gemini Sunrise, a samurai cowboy, with other
& Realtime Machine System) with each turn characters including Cheiron, a Harlem lawyer/
granting the character an action bar, allowing bike gang leader; Diana, a sickly wheelchair-
them to divide it between movement and attacks. bound doctor; Rosita, a dimunative dancer/
For the fourth game, subtitled Koise yo bounty hunter; and Subaru, a gender non-
Otome (“Maidens, Fall in Love”), SEGA saw the binary traditional Japanese dancer. However,
death of the Dreamcast coming, and cobbled the new cast failed to entertain the Japanese
together something of a send-off, featuring the fanbase and the long delayed localisation, which
cast of both the Tokyo and Paris Flower Troupes. was released by Nippon Ichi rather than SEGA,
It’s fairly short and inconsequential, to the point came far too late for anyone to notice.
where it feels like a fan disc. The series went under again until 2019, when
Up until this point, the video game series SEGA resurrected it as Shin (“New”) Sakura Wars.
was basically Japan-only, outside of some The series is again set in Japan and stars Seijuro While the NewYork
Windows ports for territories like Russia. SEGA of Kamiyama as the new captain, with an all-new City setting includes
America president Bernie Stolar prevented many cast, except for classic character Sumire, now older familiar American
RPGs from being localised, an attitude that felt and at a higher rank. The character designer has landmarks like the
shortsighted in light of the international JRPG been changed to Tite Kubo, known for the anime/ Statue of Liberty and
boom arising out of Final Fantasy VII and the manga Bleach. However, the series shifts away Times Square, the
increasing popularity of anime and manga in completely from SRPG tactics to hack-and-slash new cast failed to
North America in the late ’90s. Nonetheless, the combat. This was also released internationally ignite the flames of
Sakura Wars name was known to fans of Japanese in 2020, giving the franchise another chance at passion of long-time
manga and anime, as the assorted tie-in products, international stardom. Japanese fans.
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Disgaea (series)
Developer: Nippon Ichi | Released: 2003 | Platform(s): PS2, PS3, PS4, PSP, DS, PSV, WIN, NSW
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item you’ve decided to adventure into. In a nod to Each game has a unique story, setting, and Disgaea has angels,
democracy, there’s also a senate called the Dark cast of characters. The first stars demon prince demons, vampires,
Assembly, where you can propose pre-determined Laharl, who seeks to establish his place as ruler werewolves, and
bills to change aspects of the underworld, like of the underworld with the help of his servant, exploding peg-
making items in the shop cheaper. If it doesn’t the demon girl Etna, and a fallen angel named legged penguins
look like your measures will be supported, you Flonne. The second focuses on the human Adell called Prinnies.
can either bribe swing votes, or even try to beat and his fight against the overlord Zenon, while
them all into submission (not recommended if the third takes place in a demon academy and
you’re at a low level). stars an honour student named Mao. The fourth
Most of these aspects are in place in the stars a vampire named Valvatorez and his werewolf
first game, though other features were added companion Fenrich, who try to win an election and
later, with even stranger ways to create, enhance, take over the demon government, while the fifth
and customise your party. The second game stars a demon named Killia as he ventures to various
introduces a Dark Court, where you can be issued Netherworlds to recruit overlords to fight against a
summons for certain “criminal” actions, like killing greater evil. These games are often populated with
too many enemies. The third game introduces amusing secondary characters, friend and foe, like
the Class World, similar to the Item World, but the goofy rock star Axel and baseball bat-wielding
even more abstract, since you’re fighting to level half-Prinny Fuka. The villain Vyers, who refers to
up the stats of different character classes. This himself as the Dark Adonis, is renamed Mid-Boss
entry also introduces the Magichange ability that by the hero, following an appearance as an early,
allows certain monsters to become weapons and low level foe. And while the stories are separate,
be wielded by other characters. The fourth game characters from previous games (and other Nippon
allows you to capture enemies and “discipline” them Ichi games) make cameos.
to get bonuses or convince them to join your side. While the specific features of each entry
Of course, with all of these different ways change from game to game, as the designers
to manipulate characters and abilities, almost all toyed with what worked and what didn’t, assorted
pretence at balanced difficulty goes right out the quality-of-life features were built into each
window. The main story missions can either be successive game, making it a little hard to go
overwhelming or completely trivial based on how back to earlier ones. However, most fans agree
you’ve built your party, since it’s so open-ended. that the cast of the first game is probably the
The party-building aspect really is the focus best, and the later ones never quite captured the
of these games, compared to the pure strategy of same goofy sense of weirdness … which is why it’s
something like Fire Emblem. They really are for the only game to have received a storyline sequel
people who like to figure out how games work and (Disgaea D2) and an HD remake (called Disgaea 1 After the success
then proceed to break them. You can raise your Complete, though it doesn’t change much, other of Disgaea, Nippon
character levels to the max of 9999 and do damage than updating some visuals). Ichi got quite
up into the millions, if you stick at it long enough. Though Nippon Ichi has created several other experimental with
These games can theoretically last you hundreds SRPGs, they regularly return to Disgaea, since its other franchises,
of hours, though that’s really only for those that it’s their most popular, and arguably their best. though eventually
want to put in that much time to elevate their stats In addition to an anime series, there are also two they settled back
to comical levels – the core story can be beaten and side-scrolling platformers featuring the Prinnies, into nurturing their
enjoyed without becoming exhausting. as well as a visual novel called Disgaea Infinite. flagship series.
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La Pucelle: Tactics
Developer: Nippon Ichi | Released: 2002 | Platform(s): PS2, PSP
Phantom Brave
Developer: Nippon Ichi | Released: 2004 | Platform(s): PS2, PSP, WII, WIN
Phantom Brave takes place on a series of tropical
islands. The star is Marona, an orphaned 12-year
-old girl who can see phantoms, so she makes a
living as a demon hunter. She’s also possessed by
Ash, a departed friend of her parents who basically
acts as her father figure.
The mechanics of Phantom Brave have
moved on from those of Disgaea. The battlefield
removes the grids in favour of free movement,
with a character being able to move within a
specific radius. But, more strangely, almost all
of the characters are phantoms. Since they have
no corporeal form, you choose objects on the
battlefield for them to inhabit, each with different instead of being organised into turns. Phantom Brave’s
stat modifiers. For example, rocks will grant high The story is also much more serious and story is both
HP but slow movement, while trees will give higher melodramatic than Disgaea’s, focusing on charming and
magic power but weaker defence. Plus, phantoms Marona’s loneliness, the villagers who hate her harrowing, as poor
can also only stay on the battlefield for a limited for her powers (even though she works to protect Marona is often
number of turns before disappearing. So you need them), and her search for her parents. But there’s put through the
to form strategies based on strengthening Marona still some goofiness and plenty of colourful emotional wringer.
(who is the only character who can stick around characters, like the Owl Ninjas. It’s tough to wrap
for unlimited turns), and doing as much damage your head around it, but once you do, it’s easily
as possible with the others before they go up in as charming and compelling as other Nippon
smoke. Unit order is also determined by speed Ichi SRPGs.
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Makai Kingdom
Developer: Nippon Ichi | Released: 2005 | Platform(s): PS2, PSP
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Valkyria Chronicles (series)
Developer: SEGA/Media.Vision | Released: 2008 | Platform(s): PS3, PS4, WIN, NSW, PSP
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from behind. When aiming, you can also chose to It’s not unplayable but it is a marked step down
aim at the body, or at the head, the latter having a from its predecessor.
lower probability of success, but doing much more The third game was also for the PSP, though
damage. recognising the storytelling issues of the second
It’s a thrilling system, since the character title, it refocuses the story on a penal black ops
movement puts the player right into the unit during the Gallian war. It’s a much better
battlefield, hiding behind grass or buildings to story, on the level of the first game, though overall
avoid enemy fire while trying to find an opening. it still suffers from the same technical restraints,
The game uses a graphical style that features cel- as well as some reused maps. Unfortunately, due
shaded characters, giving everything the feeling of to sluggish sales of the PSP outside of Japan, the
a painting in motion. Combined with the comic game was not localised into English, though it was
book-style sound effect words that pop up during eventually translated by fans.
the action, it’s thrilling to play in a way that most Though left dormant for a number of years,
SRPGs don’t allow: you’re not just pointing and the Valkyria name was resurrected for the ill-
clicking. And while Hitoshi Sakimoto may be received action RPG spinoff Valkyria Revolution.
stereotyped as the “SRPG soundtrack guy” thanks Despite sharing some terminology, there isn’t
to his work on Tactics Ogre and Ogre Battle, much connection to the main series, and it loses
it’s hard to say he doesn’t do a great job here. the unique visual style too. Unfortunately, this is
The biggest downside lies in the game’s quite a poor effort, with simple battlefield action
mission design, as some scenarios are extremely segments that are often braindead easy, until the
difficult unless you know when and where sudden wild difficulty spikes. It’s also weighed
enemies will show up, though this is a common down by aimless, terribly-directed cutscenes and
issue with strategy RPGs. Unit customisation is long loading times; the only decent thing about it
also restrictive, as you simply level up unit classes is a soundtrack by Yasunori Mitsuda.
rather than individual characters, though this Thankfully, Valkyria Chronicles 4 was
also prevents certain characters from becoming released the next year in 2018 to wash away the
too weak. But otherwise it’s an outstanding title, terrible taste of Valkyria Revolution. Released for
and while it wasn’t enormously popular, it gained HD consoles, it’s a return to form for the series,
enough fans to continue the franchise. as it looks and plays much like the first game.
Alas, SEGA really didn’t handle the Additions include a new unit, a Grenadier, which
subsequent games correctly. The sequel was can lob bombs great distances, as well as several
released for the PlayStation Portable, making new scenarios that take place in an arctic setting.
for a large technical downgrade from the initial On its own, it’s an excellent title, but at the same
PlayStation 3 game. It still looks good, considering time, it feels like barely anything has advanced in
the weaker hardware, but the change does affect the decade between this entry and the first one.
the gameplay, particularly the smaller maps, which The story doesn’t add much, the characters and
are typically broken into even smaller chunks. writing are slightly worse, it looks and sounds
The story focuses on a civil war in Gallia, and almost identical, and the improved mechanics
changes the location to a military training academy don’t really change much.
full of teenagers, resulting in more juvenile In spite of its mishandling, there’s no doubt
characters and storytelling. The unit customisation Valkyria Chronicles is one of strongest of its type,
has been expanded, but you may need to spend and at very least, the first and fourth entries (and
more time grinding to get the units you want. arguably the third) are essential for SRPG fans.
Valkyria
Chronicles’ cel-
shaded art style
makes it look like
a war painting
in motion, as in
the fourth entry
pictured here.
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Energy Breaker
Developer: Neverland | Released: 1996 | Platform(s): SFC
530
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Bahamut Lagoon
Developer: Square | Released: 1996 | Platform(s): SFC
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Vandal Hearts (series)
Developer: Konami | Released: 1996 | Platform(s): PS1, X360, PS3
532
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Black/Matrix (series)
Developer: Flight-Plan | Released: 1998 | Platform(s): SAT, PS1, DC, GBA, PS2
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Summon Night (series)
Developer: Flight-Plan/Felistella/Media.Vision | Released: 2000 | Platform(s): PS1, PS2, PS4, DS and more
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chat with one of your teammates to enhance and plays like the ones in Namco’s Tales games, The first Summon
your bond with them and learn more about them. in which the player is aided by one of a handful of Night games released
These can affect the route through the story, and Guardian Beasts. Although vastly different from in English were the
ultimately the ending. the main series, English speakers can still feel Swordcraft Story
The first two games were released on the its influence through the colourful characters spinoffs, which are
PlayStation and then ported to the DS; the third and dialogue, even though the stories themselves completely different
and fourth games made it to the PlayStation 2 are pretty typical. The first game in particular is gameplay-wise, but
and were later ported to the PSP. Summon Night 5, somewhat infamous for its focus on “yuri” (girl- keep the character-
made for the PSP, was released after Flight-Plan girl romance), something not often presented to focused stories.
went under, and was developed by Felistella, an American RPG audience in 2006, especially
formed by former staff members, working in on the Game Boy Advance. The heroes from the
conjunction with Compile Heart. Summon Night 6, first two games cameo in these games as well,
for both the PlayStation 4 and PS Vita, came though they’d be unknown to English-speaking
from Media.Vision, known for the Wild Arms and audiences. The first two games in this trilogy
some of the Valkyria Chronicles games. The latter were localised by Atlus.
two games changed from 2D units to 3D models. This was followed up by Summon Night
Only the fifth and sixth entries were released Ex-These: Yoake no Tsubasa (“Wings of Dawn”),
internationally, localised by Gaijinworks, the an action RPG for the PlayStation 2, in 2005.
successor to Working Designs. Alas, neither is This game puts you in control of two souls, a man
particularly liked by series fans, for a variety of and a woman, who inhabit the same body; you can
reasons (questionable balance, and basically being switch control to either at will. This was followed
too different from the older games), but English up by Summon Night Gran-These: Horobi no
speakers will also miss out on the many references Tsurugi to Yakusoku no Koshi (“The Sword of
to past games. This is a particularly big issue for Destruction and the Knight of the Promise”) in
Summon Night 6, which is meant as a crossover. 2010. In between these two games was Summon
Since Summon Night was a “character Night: Twin Age, released for the DS, another
game” series, many of its spinoffs shifted to other action RPG in which you control two characters
genres. These are of varying quality and don’t (AI managing the third companion) using the
always connect to the core series, in some cases stylus and touch screen. Unlike the PS2 entries,
featuring characters from different artists or this one was released in North America, again by
taking place in worlds other than Lyndbaum. The Atlus. Summon Night X: Tears Crown is a more
first among these is the Swordcraft Story games, typical JRPG, released for the DS and co-developed
a trilogy released for the Game Boy Advance, by Think and Feel.
starting in 2003. These play a little more like In addition to Summon Night and Black/
typical JRPGs and are focused on dungeon Matrix, there were a few other self-published
exploration, as well as crafting new weapons, games for the PlayStation 2: Dragon Shadow Spell,
as the title implies, since you play as novice which stars a hero who has a pet dragon, and
blacksmiths. The battle system is action-based Sacred Blaze, which casts the player as a god who
and presented from a side-scrolling perspective, can grant your characters various abilities.
Summon Night 6,
the last in the series,
is a crossover event
with characters
from all of the other
games … most of
which were never
released in English.
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Majin Tensei (series)
Developer: Atlus | Released: 1994 | Platform(s): SFC, SAT
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Devil Survivor (series)
Developer: Atlus/Career Soft | Released: 2009 | Platform(s): DS, 3DS
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Silver Ghost
Developer: Kure Software Koubou | Released: 1988 | Platform(s): PC88
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Just Breed
Developer: Random House | Released: 1992 | Platform(s): FC
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Dark Wizard
Developer: SEGA | Released: 1993 | Platform(s): SCD
Feda (series)
Developer: Max Entertainment | Released: 1994 | Platform(s): SFC, SAT, PS1
Feda: The Emblem of Justice focuses on the
oppressive Balformian Empire, and two warriors
who fight against it. It is also, plainly, a Shining
Force rip-off, originally created for the Super
Famicom. It looks and plays almost identically,
right down to the ability to explore towns between
missions and the cinematic conflict cut-ins.
It even features art by the same illustrator,
Yoshitaka Tamaki, who fills the roster with
plenty of human and anthropomorphic beast
characters. It’s somewhat darker though, lacking
the storybook feel of SEGA’s series. Where it
differs even more is in its alignment system – each
mission has set goals, and it’s up to you to either many of its predecessor’s elements to make it It’s Shining
follow or defy them. At the end of each mission, less Shining Force-like, but it also removes the Force for the
you are ranked, and depending on your actions, branching paths. You can still choose to follow or Super Famicom,
you can go down different route alignments for defy orders though, and this time it will alter the pretty much!
law, neutral and chaos, with various characters flow of the mission. You’re still ranked on how well
either joining or leaving your cause. The game later you performed, affecting which characters can
received a remake on the Saturn, suitably named join you, as well as the rewards after each mission.
Feda Remake!, which enhances the graphics and Quality-wise, they’re decent, though they
makes a few small tweaks and additions. don’t stand out much; there are better games.
The PlayStation sequel, Feda 2: White Surge The live-action intro to Feda 2 is amusing,
the Platoon, tries to set itself apart by ditching if nothing else.
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Albert Odyssey (series)
Developer: Sunsoft | Released: 1993 | Platform(s): SFC, SAT
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Terra Phantastica
Developer: Chime | Released: 1996 | Platform(s): SAT
Wachenröder
Developer: SEGA | Released: 1998 | Platform(s): SAT
Wachenröder is set in the steampunk dystopia of
Edward Island, where the rich few live in relative
comfort while the poor wallow in pollution. In the
slums, there lives a boy named Lucian, grieving
and frustrated over the death of his sickly sister,
which sends him on a quest for vengeance.
At the core of Wachenröder’s tactical battles
are mechas called Sledges or Steam Refined Gears.
Your move options are dictated by Action Points,
and you can perform multiple actions in a turn,
plus special attacks are limited by a Heating Gauge,
which you need to observe so you don’t overheat.
The sprites on the field feel too cutesy, while the
3D models used in combat are a little rough, even gives them a distinctive retro-futuristic style. Wachenröder is
considering the Saturn’s tech. The scale models used in the cutscenes prove more so committed to
The battle segments aren’t really what makes impressive than the CG animation typical of the its aesthetic that
Wachenröder stand out; they are functional if not era. The soundtrack, which includes contributions its packaging even
particularly involving. The emphasis is really on the by Ian McDonald of the prog rock band King includes a whole
world design. This was produced by a number of Crimson, is excellent as well. separate art book.
prominent writers and artists, including Yoshitoshi Released near the end of the Saturn’s life, the
Abe (Serial Experiments Lain) and Range Murata game wasn’t particularly popular – perhaps it was
(Last Exile). The in-game visuals have a dinginess a little too dark and depressing, and SRPG fans
one would expect in a world suffocated by identified it as being too easy – but appreciated as
contamination, while the sepia-toned artwork a work of art, it’s certainly an overlooked classic.
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Brigandine
Developer: Hearty Robin | Released: 1998 | Platform(s): PS1, NSW
Kartia
Developer: Atlus | Released: 1998 | Platform(s): PS1
Atlus’ Kartia takes place in the land of Rebus, and
you can choose to view the story as one of two
characters caught in a great war – a young knight
named Toxa or a shrine warrior named Lacryma.
Their stories are completely different and each
has 18 levels, so you need to play the game twice
to experience everything.
The combat in Kartia is pretty similar to
that in Tactics Ogre or Final Fantasy Tactics.
The central elements are the titular Kartia,
which are enchanted cards with words on them.
You can also combine these cards for various
effects. They can be used to chant magic spells,
but more importantly, they can also be used to Produced by key Megami Tensei developer While Atlus
create Phantoms, creatures that act as friendly Kouji Okada, this crafting system is the heart of the published the
units, which come in three different classes game. The core strategy action isn’t much different Growlanser games,
that interact in a rock-paper-scissors fashion. from that in similar titles but it’s well put together their key staff tried
They’re generally weaker than human characters, and there’s enough flexibility to the Phantom and their hands at a
but conversely, they’re disposable, whereas any spell systems to make up for its linearity (there few SRPGs, Kartia
human deaths mean you lose the whole mission. aren’t any shops or side missions apart from some being the first.
There’s also a system whereby you can craft your battles in the Arena). The character artwork by
own equipment using Kartia. Magic can also Yoshitaka Amano is distinctive, though otherwise
have an effect on the terrain, though this aspect the visuals are fairly average. Altogether, this game
is under-utilised. seems largely forgotten but is fairly decent.
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Saiyuki: Journey West
Developer: Fu-Qi | Released: 1999 | Platform(s): PS1
Vanguard Bandits
Developer: Human Entertainment | Released: 1998 | Platform(s): PS1
Near the end of Working Designs’ PS1 catalogue
is Vanguard Bandits, known as Epica Stella in
Japan. Seemingly influenced by The Vision of
Escaflowne, it takes place on the fantasy continent
of Eptina, where several nations battle using giant
mechas called All Terrain Armoured Combatants
(ATACs for short). A young nomad named Bastion
travels with his father Kamorge, seeking to beat
back the Junaris Empire and give the oppressed
Pharastia Kingdom a chance at peace. Soon
Bastion learns he’s the exiled heir to the throne,
but after witnessing Pharastia’s own war crimes,
he finds himself at an existential crossroads.
In contrast to the customisable mechas of The game’s true appeal lies in its multiple The English version of
Front Mission, Vanguard Bandits’ ATACs really paths, reminiscent of Langrisser. Bastion can the song “Tomorrow
only differ in appearance. Rather than swapping choose whether to stay the course and face his to Start” was sung by
parts to tune performance, the player simply destiny, join the Imperial Princess’ reformist Shiya Almeda, who
changes out equipment, as in any number of squadron, or go for power-mad conquest. Each of also worked with
tactical RPGs. When a unit gains a level, it’s these routes has multiple endings, dependent on Working Designs on
granted three skill points to be divided between a Bastion’s relationships with his comrades, which the opening track on
handful of stats; hitting certain thresholds unlocks change by during interactions between battles. Lunar: The Silver Star
new battle skills and passive effects. This allows Notably, the very bouncy soundtrack was for the SEGA CD.
an individual unit to prioritise its own expertise, by Chiyomaru Shikura, creator of the Science
though the decision is a permanent one. Adventure series (Steins;Gate).
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Ningyo no Rakuin
Developer: Highwaystar | Released: 2000 | Platform(s): PS1
Volfoss
Developer: Namco | Released: 2001 | Platform(s): PS1
In Namco’s Volfoss, you are in charge of a
mercenary army called the Silver Gang. In Volfoss
World, there are three nations that you can choose
to run missions for – Ikuiape, a land filled with
rusting metal; Asdenia, filled with swamps and
forests; and the unusual Caldea land, which is like
a deranged child’s huge bedroom. By running
missions, both increase the rank of Silver Fang and
affect the allegiances between the kingdoms, which
eventually branch off into different endings.
The tactical battle system is similar to that
in other SRPGs, though both the landscapes
and the units are rendered in 3D. You can also
capture and recruit numerous soldiers from any who attacks with a syringe, a gigantic pierced ear, The wild-as-heck
of the three kingdoms, and herein lies the game’s and all manner of other creatures that walk the designs of Volfoss
main draw. The creature design was provided by line between gross and fetishistic. are a huge part of
Yasushi Nirasawa, an artist known for his monster Combining all this with a heavy metal the game’s appeal.
illustrations in various Kamen Rider series. The soundtrack, Volfoss really tries to ride that punk
artwork here is absolutely insane – there’s a rock attitude as far as it can, because the core game
flaming heart wrapped in barbed wire, a skeleton is pretty rough. The difficulty level is fairly high,
with chicken legs that rides on a billiard ball, and if you don’t choose your missions carefully,
a spiked woman wearing an iron maiden as armour, you can get railroaded into a bad ending. Add in
a psychedelic punk rock centaur, a headless roast a clumsy interface, and it becomes a frustrating,
turkey who wields a knife and a fork, a sexy nurse if fascinating, experience.
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Hoshigami
Developer: MaxFive | Released: 1999 | Platform(s): PS1, DS
Stella Deus
Developer: Pinegrow/Atlus | Released: 2004 | Platform(s): PS2
At some point in the early 2000s, the core team
behind Hoshigami left obscure studio MaxFive
for the even more enigmatic Pinegrow. Their first
game together, Stella Deus, is clearly a spiritual
sequel to the maligned strategy RPG. Cleverly,
this is revealed by the game’s title: Hoshigami and
Stella Deus both translate to “Star God”. Atlus were
fully involved this time around, and Stella Deus
was notably the first game to feature character
designs by Shigenori Soejima (Persona 3-5).
The continent of Solum has been engulfed by
a lethal miasma, resulting in vast desertification.
Taking advantage of the looming climate disaster
is Overlord Dignas, a brutal dictator promising a ally units don’t die permanently, and the magic Stella Deus
solution to those who bow to him. Protagonist system is far less esoteric. Character customisation is basically
Spero finds himself drafted by Dignas to kill is handled by Skill Points (SP), which are granted the sequel to
Spirits, something that doesn’t sit right with him. alongside experience for every action taken in Hoshigami,
Upon meeting the shamanic Princess Linea, he combat. SP can be exchanged for a skill, spell, though they had
finds his eyes opened to the hard truth. passive ability that a character can naturally to change its
Stella Deus is a vast improvement over acquire, or be taught through skill scrolls. name to avoid
Hoshigami; the game’s system is the same, but Stella Deus is truly a redemption story the earlier
the quality-of-life features make for a far less for the Hoshigami team. Soejima especially game’s stench.
frustrating experience. No longer is the player deserves praise for his character designs, and the
forced to confirm a single action multiple times, soundtrack by Basiscape is also a gem.
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Suikoden Tactics
Developer: Konami | Released: 2005 | Platform(s): PS2
Eternal Poison
Developer: Flight-Plan | Released: 2008 | Platform(s): PS2
Eternal Poison (known as Poison Pink in Japan)
was the first of Flight-Plan’s SRPGs to actually
see an overseas release, courtesy of Atlus.
However, it didn’t really put its right foot forward
with this one. It takes place in the Kingdom of
Valdia; demons have invaded and kidnapped the
princess, and it’s up to five different squads to
venture to Besek to save her. Each squad has its
own scenario, and you choose between them at
the outset; certain actions are required to reach
the true ending.
The key to this game is capturing beasts,
called Majin, which is accomplished by “overkilling”
them. You can sell them or take their skills to use illustrators like Yasushi Nirasawa and Kenji Ando, Beautiful character
as your own, but you can also extract Poison Points both known for Kamen Rider. However, little of artwork and a
to buy Majin to use in combat. However, since they this is reflected in the game itself. The computer- monster-capturing
don’t grow in experience, there’s not a whole lot of generated FMV just can’t render these illustrations system can’t save this
use for this. properly, and they look really poor. And while otherwise rote SRPG.
The artwork is Eternal Poison’s strongest other PS2 Flight-Plan games used detailed
point, provided by fantasy artist Tomatika. Tage, spritework, Eternal Poison uses 3D models, which
the game’s central character, has a striking cannot compare. It also features Fire Emblem-
gothic-Lolita fashion sense, and the rest of the style combat animations, but these, too, just don’t
game’s fairly large cast is also striking; the Majin look all that good, and feel like a waste of time.
designs are fantastic as well, provided by famous What’s left is just a mediocre experience.
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Record of Agarest War (series)
Developer: Idea Factory/Compile Heart/Red | Released: 2007 | Platform(s): X360, PS3, WIN, PSP
Operation Darkness
Developer: Success | Released: 2007 | Platform(s): X360
Operation Darkness is wild. It’s occasionally
presented as a serious recreation of World War II
as a strategy RPG, weaving in numerous historical
characters … except Adolf Hitler and the Nazis are in
cahoots with Count Dracula’s league of vampires,
known as the Blood Clan. You play as part of an
Allied team called the Wolf Pack, led by Cordelia
Blake, who is also a werewolf. Other characters in
your squad include a pyrokinetic young woman, a
descendent of the Arthurian knight Lancelot, Jack
the Ripper, the granddaughter of vampire slayer
Van Helsing, and a resurrected German soldier Not only are the fundamentals just not there, but Operation Darkness
who wears a supersuit. Also, at some point, you get this is an ugly-looking game, with an atrocious has a huge number
magic powers along with your machine guns and frame rate – the camera zooms around to give of technical issues,
bazookas, and there are some dragons, zombies, the action some drama, but it’s so choppy that it’s and it’s ugly as sin,
and skeletons in there too. more disorienting than dramatic. but deal with those,
But playing this game is just so, so difficult. Most of the wild fantasy stuff doesn’t come and it’s a pretty
The camera is invariably at squad eye level, into the story until you’re a fair way in, when decent SRPG with an
requiring that you constantly tilt and manoeuvre the insanity should have been front and centre. absolutely wild story.
it just to get a grip on your surroundings. The But those who can tolerate its many (many, many)
maps are huge, and it’s hard to tell where any substantial issues will find a work of insanity like
unit is in relation to the rest of the squad. Once few others – even the roughly similar Valkyria
you commit to a move, you can’t take it back, Chronicles, while a much better game overall,
even if you discover that you can’t hit your target. just doesn’t compare.
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Valkyrie Profile: Covenant of the Plume
Developer: tri-Ace | Released: 2008 | Platform(s): DS
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Yggdra Union
Developer: Sting | Released: 2006 | Platform(s): GBA, PSP
Gungnir
Developer: Sting | Released: 2011 | Platform(s): PSP
Yggdra Union was followed by a few Japan-
only sequels and spinoffs, like Blaze Union,
a PSP prequel, and Yggdra Unison, a DS real-time
strategy game. Neither were localised, but Atlus
did bring out their next SRPG, Gungnir.
Giulio Raguel, son of the first leader of
Esperanza, is chosen as the new carrier of the
legendary spear, Gungnir, and the power of
the war gods. With this new power, and in turn
hope, Giulio and his resistance make their move
to topple the oppressive empire. With regard to
its tone, it features heavier story elements such key to survival. In addition, there are various Gungnir is Episode
as classism and racism, losing one’s self to the mechanics to delve into, such as vitality IX of the Dept.
killing, and slavery. While not as bold as, say, Shin management, recruiting mercenaries, weapon Heaven series and
Megami Tensei, in its story, it is a welcome change proficiencies, and more. is the last of its
of pace, especially with its more down-to-earth As standard for Sting SRPGs, the game is line, as Sting then
story conflicts. certainly not for everyone, though not because shifted mostly to
As one of Sting’s SRPG line-up, the it’s poorly done. The unorthodox turn order can contract work.
game includes copious amounts of gameplay be hard to utilise properly with multiple units at a
experimentation, such as how the turn order time, thus deterring players. Coupled with strange
is conducted. The player’s forces share a turn, style choices with regard to character art and UI,
with a shorter delay than the enemy units get. it is a challenge for newcomers. Yet, if the game is
When the enemy’s turn arrives, they come in embraced for what it is, a hard-to-forget journey
full force. Given this, proper management is will be the reward.
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Rondo of Swords
Developer: Success | Released: 2007 | Platform(s): DS
Pokémon Conquest
Developer: Nintendo/Koei | Released: 2012 | Platform(s): DS
There are many strange crossovers in the video
game world. Known in Japan as Pokémon +
Nobunaga’s Ambition, this game was later
renamed and released under the title Pokémon
Conquest. It combines Pokémon, a Herculean
turn-based catch, evolve, and battle franchise,
with the grand strategy simulation gameplay of
the Nobunaga’s Ambition series. What ultimately
came out was an addictive turn-based combat,
kingdom management, strategy RPG, with special
upgrade requirements to bring out the full
potential of each of the 37 unique Warlords, their
Pokémon, and their respective stories.
The Ransei Region is locked in endless war.
Warlords vie to unite the world under their vision, special mechanics that encourage clever strategies Seeing Sengoku-era
but only one can claim victory, with their trusted to defeat your enemy, ranging from simple bounce Japanese warlords
Pokémon companion. With your faithful Eevee by pads to reach the higher ground to slippery ice you battle each other
your side, you begin your journey to unify the ever- can use to knock your enemies around. with Pokémon is
changing kingdoms of Ransei. Pokémon Conquest was directed by Osamu amusing in its own
Instead of the traditional Pokémon levelling Mieda who went on to direct Samurai Warriors 4. right, but it doesn’t
system, the more you use them in battle, the The soundtrack, which was composed by hurt that this is one
stronger their bond becomes. This allows them to Shinichiro Nakamura, of the Koei Sound Team, of the best spinoffs
evolve and increase your army’s overall strength. enhances the journey through a Sengoku-inspired in the franchise.
Battles are fought on unique, isometric maps with Pokémon world.
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Wild Arms XF
Developer: Media.Vision | Released: 2007 | Platform(s): PSP
Jeanne d’Arc
Developer: Level-5 | Released: 2006 | Platform(s): PSP
Imagine an anime retelling of the Joan of Arc
legend and you’ll have a pretty good idea of what
this Level-5 SRPG is about. The heroine, Jeanne,
wields a magical armlet and is commanded by a
voice from the heavens to lead France against not
only the British troops, but also the demons they’ve
made an unholy pact with. Other historical figures
that pop up here include military commander
La Hire and knight Gilles de Rais.
Much of this game heavily resembles Final
Fantasy Tactics, right down to its interface,
though it introduces a few unique mechanics. In terms of other PSP SRPGs, Final Fantasy Relive the Hundred
Whenever a friendly unit attacks a foe, it leaves Tactics was released around the same time, in Years War, except
behind a little glow called a Burning Aura, into 2007, one of the best of its genre, but also a with demons and
which allies can step, enabling infliction of more clunky port of a game that was nearly a decade dwarves, in this
damaging attacks. Units that huddle together also old at the time it came out. Jeanne d’Arc, on the fairly decent SRPG.
provide enhanced Unified Guard defence. There’s other hand, has fully 3D graphics and cel-shaded
also a Fire Emblem-style rock-paper-scissors character models that take fuller advantage of the
damage system, based on three element types: system’s capabilities. It’s not nearly as in-depth,
Sol, Stella, and Luna. Certain characters, including so SRPG fans might find it a little simple for their
Jeanne, can also equip gems onto their armbands tastes, plus the story and soundtrack are nowhere
for various time-limited effects. Otherwise, there’s near the quality of other strategy greats. But those
nowhere near the level of customisability found in looking for a more straightforward experience will
other SRPGs. find something enjoyable.
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Code Name: S.T.E.A.M.
Developer: Nintendo/Intelligent Systems | Released: 2015 | Platform(s): 3DS
Project X Zone
Developer: Monolith Soft | Released: 2012 | Platform(s): 3DS
Namco, Capcom, and SEGA are three companies
that have had a historic impact on the video
game industry. It only seems natural for them to
collaborate to make an epic crossover featuring
dozens of their franchises – everything from
mainstream titles such as Street Fighter and
Tekken through lesser-known series like Sakura
Wars and .hack to downright obscurities like
Genpei Toumaden and Youkai Douchuuki.
It even features SEGA’s mid-’90s Japanese
mascot Segata Sanshiro.
The series began back in 2005 as the Japan- combinations. There are two unit types: Pair Soichiro Morizumi
only PS2 game Namco X Capcom, itself a spinoff Units, which feature two characters teaming wrote and directed
of a Wonderswan SRPG called Namco Super Wars. up, and Solo Units, which can be equipped to each game in the
While the characters in this game were probably Pair Units. This allows for long combos that, Project X Zone
too obscure for non-Japanese players, the follow- when timed right, juggle enemies in the air for series, and had
ups have more internationally recognisable faces. increased damage. Maps are grid-based and often previously worked
They in turn led to two sequels for the 3DS under have gimmicks that change how you approach on the Super Robot
the title Project X Zone, adding SEGA characters each stage. Wars franchise.
for the second game and Nintendo ones for Project As with Super Robot Wars, the tactical parts
X Zone 2: Brave New World. of the game are merely okay, as they’re really just
Gameplay for Project X Zone follows a style an excuse to see all of the disparate characters
similar to that of Valkyrie Profile. Unit attacks interact. The localisation and dialogue for the
are allocated to specific button and directional second game in particular are hilarious.
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Grand Knights History
Developer: Vanillaware | Released: 2011 | Platform(s): PSP
Stella Glow
Developer: Imageepoch | Released: 2015 | Platform(s): 3DS
Stella Glow was intended to mark the tenth
anniversary of Imageepoch’s founding.
Unfortunately it couldn’t have come at a worse
time, as the company declared bankruptcy just
before its release, so Stella Glow was released an
entire month after Imageepoch closed for good.
The spiritual successor to their earlier, and
rather unremarkable, Luminous Arc series, Stella
Glow is a turn-based strategy RPG set in a world
in which the act of singing has been prohibited
by God. Existing on the margins are witches, able
to control magic through forbidden music. When upbeat J-Pop track, which has a different effect Stella Glow is
amnesiac Alto’s village is razed by the Destruction on the battlefield, like a regen effect for party Imagepoch’s
Witch Hilda, his childhood friend Lisette awakens members. swansong, picked
as the Water Witch to protect him with her voice. Like much of Imageepoch’s oeuvre, Stella up by SEGA and
The two then find themselves tasked with travelling Glow is a harem game. In between battles Atlus just as the
the world to persuade the rest of the witches to Alto engages in dating sim segments with the company failed,
unite against Hilda. It’s a fairly by-the-numbers different witches, building them up with his suave and it’s actually
strategy game that will be immediately familiar to compliments, which eventually gain him additional pretty good as
those who’ve played any number of games of the battle skills. There’s cleavage, panty shots, and far as SRPGs go.
genre, though there is a fun risk-reward mechanic suggestive scenes in which a magical phallic object
in which the player is encouraged to attack is inserted into a witch’s chest to draw out her
higher-level monsters for a big experience payday. potential. It’s a fitting final effort from Imageepoch,
Each witch has a unique song, each an individual who died as they lived: incredibly horny.
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God Wars
Developer: Kadokawa Games | Released: 2017 | Platform(s): PS4, PSV, NSW, WIN
Utawarerumono (series)
Developer: Leaf/AquaPlus/Sting | Released: 2002 | Platform(s): WIN, PSP, PSV, PS4
Utawarerumono is a trilogy that began on
Windows platforms, developed by adult game
company Leaf (To Heart). The first game focuses
on a young man named Hakuoro, who awakens to
find himself in a mysterious village that resembles
Sengoku-era Japan filled with part-beast people.
After learning of their oppression by a nearby lord,
he helps lead a rebellion, toppling the lord and
then becoming a leader himself … only to find that
being a ruler isn’t so easy, as he must both lead his
people and learn about his past.
Like many PC games of the time, the original Utawarerumono Zan, which retells parts of For quite a while,
release was a pornographic game, with a number the third game, as well as an HD remake of the the visual novel/
of adult cutscenes, though the strong characters original, Prelude to the Fallen, which was released adventure game
and storyline, not to mention an attractive art style in English in 2020. genre on PCs
based on Japanese Ainu culture, gave it a wide This series is really more of a visual novel mostly needed
appeal, resulting in an anime and all-ages console than a strategy game – there are tactical battle adult content to
ports. Two sequels, subtitled Mask of Truth and sections, but you’ll spend far more time reading sell, but in some
Mask of Deception, were released further down than playing it. They’re also typical of the genre, cases, the stories
the line, which don’t directly continue the story, and not too difficult, but at least they present were so good they
at least initially, but do tie in strongly. The original battles as something more than just text. Another could stand on
game was not released internationally (though visual novel/SRPG hybrid from Leaf is Tears to their own.
the anime was) but these two sequels came out Tiara, the second of which was localised for the
in English via Atlus. There’s also an action game, PS3, though it’s not as well regarded as this series.
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First-Person
Dungeon
Crawlers
First-person dungeon crawlers were among the an intentional retro throwback, but with some
earliest role-playing game types. In the early days modern accommodations, particularly the ability
of computer gaming, the player would wander to draw your own map on the bottom touch screen.
through a maze rendered in wireframes, moving The title’s success also sparked the resurrection of
one block at a time, only able to turn 90°. It was Wizardry, along with similar titles like Elminage,
tough going, as using graph paper to make maps which may as well be Wizardry with the serial
of the dungeons was often critical to successful numbers filed off.
crusades, but plenty rewarding in its own right. This was also a boon to smaller publishers
Sir-Tech’s Wizardry, first released in the United – dungeon RPGs are relatively cheap to make, so
States in 1981, was one of the most popular of they were able to pump out games that featured
these, and actually took on a life of its own in attractive character art, typically of cutesy or
Japan. A number of similar games were created for scantily-clad girls, and then stick them into
the Japanese market, for both PCs and consoles, the standard design template, selling them to a
particularly the famous Shin Megami Tensei series small but faithful audience. Despite the inherent
from Atlus. cynicism, not all of these titles are poor quality,
However, through the early ’90s, the but you have to know what you’re getting into.
Japanese RPG audience became more acclimatised Broadly speaking, first-person dungeon
to games like Dragon Quest and Final Fantasy, crawlers tend to allow greater party customisation,
which were much more user-friendly, and first- with an emphasis on combat and exploration,
person dungeon crawlers eventually became the rather than storytelling. This isn’t always the case,
realm of the hardcore. With the introduction of especially with games aimed towards a slightly
3D technology in the mid-’90s, the “square-by- more casual audience, but there are enough
square” movement found in the older games was instances out there to prove the stereotype true.
beginning to feel outdated, and even the Shin Of course, there’s also the debate about whether
Megami Tensei series phased out the first-person these games are technically Japanese RPGs, since
dungeons, with 1997’s Soul Hackers being the last they’re all based on Wizardry, an American game.
to use them. But they’ve also evolved their own unique aesthetic
A small group of fans kept the spirit alive and can thus be considered their own sub-
for a number of years, but it was Atlus, again, genre, especially since, outside of a few Western-
that brought about their resurgence, with 2007’s developed games like Legend of Grimrock, they’re
Etrian Odyssey for the Nintendo DS. This was the ones keeping this type of game alive.
Mapping out
elaborate hallways
and rooms is one
of the key aspects
of first-person
dungeon crawlers.
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Wizardry (series)
Developer: assorted companies | Released: 1985 | Platform(s): NES, SNES, PS1, PS2, GB, PSP and more
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Wizardry was so
popular in Japan it
received an anime
OVA adaptation as
well as several game
books and novels.
Wizardry: Labyrinth
of Lost Souls is
the most recent
Japanese entry to see
international release.
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Madou Monogatari (series)
Developer: Compile | Released: 1990 | Platform(s): MSX2, PC88, PC98, WIN, MD, SFC, SAT and more
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As Puyo Puyo rocketed to popularity in inheriting some elements from the Super Famicom
Japanese arcades in 1991, the original PC games game, though it features Arle as a teenager
were ported to other platforms. The first game rather than a child. The maps are isometric,
popped up on both the Mega Drive and PC while the battle scenes are presented from a side-
Engine, while the entire original trilogy (plus the view perspective. However, it removes the “fuzzy
Arle episode of A-R-S) made it to the Game Gear. parameter” aspect, so characters have the standard
However, these aren’t always straight ports and RPG numeric HP and MP. The sprite-based visuals
often substantially remake the story or structure. are excellent, though overall it’s a somewhat
Assorted spinoff stories from the original set of average RPG. Compile was going through financial
games were released for Windows as well. difficulties at the time of its development, and
However, first-person dungeon crawlers there are certain aspects that feel rushed.
were going out of style in the early ’ 90s, so later After Compile went bankrupt, certain
Madou Monogatari RPGs took other forms. properties were purchased by SEGA, including
The first of these was Madou Monogatari: the characters of Arle and Carbuncle, along The success of Puyo
Hanamaru Daiyouchienji (literally “Flower Circle with the Puyos. Meanwhile, other parts of the Puyo compelled
Great School”, though “flower circle” here is property were picked up by Compile Heart, Compile to continue
equivalent to a gold star given for good work in a sort of spiritual successor to Compile. In 2013, with the original
school). As a direct prequel to Arle’s school test they released a total reboot of the series called Madou Monogatari
in the first episode, this removes the first-person Sei Madou Monogatari, though since SEGA had RPG series, though
dungeon crawling in favour of an overhead bought many of the original characters, the cast they never quite
perspective, and, like the Mega Drive port of the is all new, many suspiciously resemble, but are figured out the
first game, changes the battle scenes to a side- legally distinct from, the original characters. right formula.
scrolling perspective, making it more like how the It takes the form of an overhead-view, procedurally- Pictured here is
characters face off in Puyo Puyo. It’s a little simple, generated, Rogue-like game, so it actually doesn’t the Saturn release.
to the point where it feels like it’s made for kids, play much like any of the older games save Waku
but it’s lively and adorable, illustrating the main Waku Puyo Puyo Dungeon. It is the only entry in
aspects the series is known for. the series to have been released internationally,
This was followed up by Waku Waku Puyo localised by Aksys under the name Sorcery Saga:
Puyo Dungeon, released for both the Saturn Curse of the Great Curry God.
and PlayStation. This is a Rogue-like similar to Even though none of the main Madou
Chunsoft’s Mystery Dungeon games, starring Monogatari games were officially released in
assorted Madou Monogatari characters. Another English, the original games are relatively easy to
game was released for the Saturn, simply called play even without much Japanese knowledge,
Madou Monogatari. Not directly associated with and the fun characters, amusing dialogue, and
any previous titles, it’s something of a reboot for generally goofiness can be understood in the
the series, in the mould of a traditional JRPG, while English Puyo Puyo games like Puyo Puyo Tetris.
Clockwise from
upper-left, the
original Madou
Monogatari Episode II
on the MSX2, Puyo
Puyo for the arcade,
Madou Monogatari
for the Saturn, and
Madou Monogatari:
Hanamaru
Daiyouchienji for
the Super Famicom.
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Deep Dungeon (series)
Developer: HummingBirdSoft | Released: 1986 | Platform(s): FDS, MSX, FC
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Shining in the Darkness
Developer: SEGA | Released: 1991 | Platform(s): GEN
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Etrian Odyssey (series)
Developer: Atlus/Lancarse | Released: 2007 | Platform(s): DS, 3DS
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The combat system is a pretty typical turn- produced by SEGA. The series began with three Etrian Odyssey Nexus
based affair, but owing to the large number of entries on the DS, which use 3D graphics for the can be considered a
character classes and techniques, there’s an dungeons and static 2D sprites for everything “best of” compilation
astounding amount of depth. Beyond the usual else. The music is by Yuzo Koshiro, who provides of previous classes
fighter, magic-user and healer type characters, a retro-style vibe, using FM-synth music, that and dungeons from
there’s a large emphasis on various buffs and sounds almost like it came directly from a PC88 the series, and makes
debuffs, defensive skills, and binding attacks that soundboard. Most of these games are pretty similar, a good entry point,
can disable various body parts and thus decrease The fourth and fifth games were produced despite technically
enemy effectiveness. Upon gaining a level, you also for the 3DS, which enables a visual upgrade, being the final game
get a set amount of SP, which is used to upgrade including polygonal animated monsters and (for the moment).
various stats or skills. The flexibility is extraordinary. cleaner graphics all round. The music has been
As in many older RPGs, since the characters redone with live instruments, and all sounds
you create are completely your own, there’s not gorgeous, though certain entries offer alternate
much of an emphasis on story. That isn’t to say that FM tracks. Etrian Odyssey IV breaks the formula
there’s no plot, as you’ll come across various NPCs a bit by presenting an overworld you can explore
at regular intervals, all exploring the labyrinth in an airship, with many smaller dungeons instead
for their own reasons, but they’re pretty sparse. of one large one. Etrian Odyssey V returns to the
Unique to Etrian Odyssey are monsters called single big dungeon, but adds in assorted races
FOEs (“Field On Enemy” in Japanese, “Formido (including bunny humans and dark elves).
Oppugnatura Exsequens” in the English version). Between the fourth and fifth games, there
While most enemy encounters are random, these were two games in the Untold sub-series. These
incredibly powerful foes are visible when you’re are remakes of the first two DS Etrian Odyssey
dungeon crawling. Each has its own behaviour – games, each including a brand new story mode for
some simply move in patterns, others will chase those who prefer games with beefier narratives.
after you if they see you. And you generally don’t To appeal to a wider audience, these games also
want to fight them, at least at first, because introduce various quality-of-life improvements
they’re monumentally overwhelming. Instead, that make the games less difficult.
the challenge is figuring out a way to avoid them The final game, Etrian Odyssey Nexus, is a
without getting caught. Then, when you’ve grown celebration game, including a selection of classes
more powerful, you can revisit them and give them and dungeons from nearly all of the games (except
a proper smashing. for the fifth one), compiled together with a new
There are a total of eight games in the main story. As such, there’s an extraordinary amount of
Etrian Odyssey series, not counting similar games content. The series is pretty samey, since they were
by Atlus like Persona Q and Shin Megami Tensei: released on an almost yearly basis, and it’s easy to
Strange Journey, or the two Mystery Dungeon burn out on them, so this single-game “best of”
spinoffs, or their spiritual offshoot 7th Dragon, acts as a good starting point.
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Elminage (series)
Developer: Starfish | Released: 2008 | Platform(s): PS2, PSP, DS, WIN, 3DS
Along with Etrian Odyssey, Elminage was at the on gameplay, in terms of dungeon availability, spell
forefront of the Japanese first-person dungeon strength, and monsters spawned. The game also
crawlers of the 2000s. Created by Daisuke introduced additional graphics and custom BGM
Komiyama, who helmed the games through the loading; plus a dungeon-sharing function: the
first two instalments, and published by Starfish, game can generate a random dungeon for players
they are typical of Wizardry-style games, but to name and insert their party as a boss fight.
feature quite a number of unique gimmicks, as A 3DS version was released in 2017, which included
well as unparalleled customisability. balance adjustments and some new events.
The first game, Elminage: Priestess of Starfish released two Elminage spinoffs in
Darkness and the Ring of the Gods, didn’t 2012 for the PSP: Elminage: Gothic and Elminage
introduce any particularly outstanding new Ibun: Ame no Mihashira (“Pillar of Heaven”).
gameplay elements, but was notable for its diverse, Elminage: Gothic retains the same basic gameplay The Elminage series
well-illustrated monsters and items. However, the and customisation of the earlier titles, but has is aimed at fans of
initial PS2 version was plagued by extraordinarily a darker, “gothic” story and setting. Combat classic Wizardry
long load times, among a host of other issues. difficulty and dungeon complexity are increased, games, so its art style
The Nintendo DS re-release, in November 2008, with party wipes much more likely. Auto-mapping, eschews the anime
eliminated these and dramatically improved the previously free, is now a consumable item. In a style of most other
balance. This re-release became known as the game with very limited inventory capacity, such modern DRPGs. The
“Miracle of Starfish” and saved the series from maps take up valuable equipment or healing exception is the last
death. The game was later re-released as Elminage item slots. The game was later ported to 3DS game in the series,
Original for the PSP and Windows, which and Windows, getting an English translation and which went that route
received an English translation along with higher higher resolution graphics. to capture a wider
resolution graphics. Elminage Ibun: Ame no Mihashira departed audience.
The sequel, Elminage II: Sousei no Megami from the Elminage formula and embraced a style
to Unmei no Daichi (“Twin Goddess and the Land aimed at a more casual audience, with anime-style
of Destiny”), released on the PSP the following visuals. The story is more detailed than in previous
year, introduced a Marriage System that allows titles, revolving around mysterious occurrences
party members and contracted monsters to at a modern-day Japanese high school. Character
create children, who can inherit skills that are creation has been eliminated in favour of a
unattainable otherwise. The Face Load feature pre-made party. Combat is very easy, leading
allows players customise their party using their many players to call it a boring beginner’s game.
own uploaded portraits. A DS revision was released The player can capture youkai encountered in
in 2010, with new monsters, items, and events, battle, forming a separate party. However, the spirits
plus additional item graphics. cannot be customised or combined, causing youkai
Elminage III: Ankoku no Shito to Taiyou no to be too weak to be of value. The game was later
Kyuuden (“The Dark Apostle and the Palace of the ported to the 3DS in 2014, with some added events
Sun”) was released for the PSP in 2011, adding day/ and some optimisations, but the changes have their
night and weather cycles that had actual impacts own issues, causing frustration amongst players.
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The Dark Spire
Developer: Success | Released: 2008 | Platform(s): DS
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Mary Skelter (series)
Developer: Compile Heart | Released: 2016 | Platform(s): PSV, WIN, NSW, PS4
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Labyrinth of Refrain: Coven of Dusk
Developer: Nippon Ichi | Released: 2016 | Platform(s): PSV, PS4, NSW, WIN
Nippon Ichi is largely known for strategy RPGs stat bonuses/penalties. For example, some Pacts
like Disgaea. Labyrinth of Refrain: Coven of are tailored for healing and others for strong
Dusk may be their first dungeon crawler, but defensive/evasion skills. Class strengths and Pacts
you’d never know from its polished graphics, provide a lot of options for party customisation
excellent soundtrack, and intricate character and and play styles.
combat systems. Tatsuya Izumi’s dark comedy Puppet can have one of eight classes.
storyline is much more developed than your average The typical prototypes are here: Tanks, Mages,
dungeon crawler’s tale, which could frustrate Archers, Paper-tigers, and Fighters. Puppets
fans of the classic formula. The game’s story have a Nature which affects their initial stats and
centres on Dusk Witch Dronya and her assistant, their rapport with other puppets in their Coven.
Luca, who go to the town of Refrain to explore Other customisation options, such as combat Labyrinth of Refrain
an underground labyrinth. Since the labyrinth is stance, strong hand, and stat growth curves have can be described
toxic to humans, the duo sends puppets to explore substantial impacts. Choosing a lucky number succinctly as a first-
it. Dronya possesses the Tractatus de Monstrum, (tip: choose an even number) and nickname are person dungeon
a.k.a. Tractie, a magical book that can hold a fun additions to flesh out the puppets. crawler made by
person’s soul. The player controls Tractie, which, Combat rewards chaining physical or magic the Disgaea people.
in turn, controls the puppets. attacks with damage multipliers and increased
Labyrinth of Refrain takes the familiar loot. The party can also assume different
dungeon crawler formula and adds new exploration Formations, with each Coven taking a front or
mechanics, deep character customisation, and back row position. Formations provide stat boosts,
fresh combat mechanics. There are nine dungeons auto-healing, or better odds of escaping. Strong
to explore, each with a distinct feel. One dungeon attacks, called Critical Gore, break the body parts
makes the party the size of giants, while another of party members or enemies, limiting their
has them collaborating with a ghost in purgatory. max HP and combat options until repaired. By
Exploration revolves around a limited resource spending Reinforcement, the player can stockpile
called Reinforcement. This allows the party battle experience, risking total loss on a party
to break down walls, hide from enemies, and wipe, but getting a good bonus when cashing in.
escape the dungeon. While exploring, the party Loot has various rarities and qualifiers that give
gathers a currency called Mana. As the party’s items their individuality. Synthesis allows the
Mana increases, rare loot drop rates go up too. player to upgrade weapons and armour for even
However, if the party gets too much Mana, ultra- more customisation.
hard enemies appear, which can wipe out a party It certainly looks and feels like a Nippon
very quickly. Balancing the use of Reinforcement Ichi game. Takehito Harada’s character designs
and gathering of Mana plays a large part in the received high praise, as did the lush dungeon
gameplay loop. graphics and enemy designs. Tenpei Sato’s
The party is divided into five Covens, with soundtrack was regarded by some as his strongest
up to three active puppets each. Each Coven uses effort in recent years. All in all, it’s an excellent
a Pact, which supplies specific spells/skills and title, and it was well received by genre fans.
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Stranger of Sword City
Developer: Experience | Released: 2014 | Platform(s): WIN, X360, PSV, NSW
Experience is a prolific Japanese dungeon crawler increases the risk in dungeons, while encouraging
developer, releasing over ten separate games in the experimentation with different classes while
genre between 2008 and 2018, including Demon characters heal.
Gaze, Generation Xth, Operation Abyss, and Ray Character creation offers a number of
Gigant. Stranger of Sword City, probably their options: age, five races, seven talents, and element
best game, was originally released in 2014, and classes. Age affects Life Points; race affects initial
an enhanced PS Vita version, Stranger of Sword character statistics; and talents provide passive
City Revisited, came out in 2016. Revisited makes skills such as disarming traps and noticing
a number of improvements, including three labyrinth secrets. The classes include the usual
new character classes, three new dungeons, and suspects: Samurai, Ninja, Mage, Cleric, etc., and
optional battle challenges for the game’s mini- the option to change classes later. Revisited adds
bosses, called Lineages. three new classes, with the Clocker being one of Experience has
The game opens with the player a castaway the most interesting. The Clocker can speed up developed quite a
in a land known as Escario, after their plane time to ensure they take the first action, perfect number of DRPGs,
disappears. The player meets other people for healing: and can also slow enemies, ensuring most initially
also stranded there, and the well-illustrated they attack last, allowing the party to set up released on the Vita,
backgrounds show the causes: crashed planes defensive countermeasures. though Stranger in
and a grounded cruise ship. Soon after arriving, The game’s combat is well balanced, and Sword City is one
the player learns of the ability to extract Blood offers an interesting mechanic known as Hiding. of the better ones.
Crystals from powerful enemies called Lineages. In certain areas of a dungeon, the party can Hide
Each Blood Crystal can be given to one of three and attack Transporter enemies carrying high-
Vessel characters, in exchange for different, value loot. These battles typically include higher-
powerful combat abilities known as Divine Skills. level enemies and powerful variant enemies.
By exploring labyrinths, defeating Lineages, and Hiding can also result in battles with Lineages,
giving Blood Crystals to Vessels, the inhabitants the fearsome mini-bosses mentioned earlier.
hope to find a way to return home. The game Revisited adds the ability to reduce the party’s
offers three endings, one for each Vessel, and level, limiting hit points and skills during these
the player’s Blood Crystal distribution choices Lineage battles. Winning these Slaying Challenges
determine which is played out. provides even better loot.
The game features a permadeath mechanic. Motoya Ataka’s dungeon crawler design
With the exception of the main character, each experience really shines here. The balance is very
party member has Life Points, as in some of the good, the classes are interesting (especially with
SaGa games. These indicate the number of times strategic class change options), and the artwork
a character can die before becoming unusable. is excellent. As with many Experience games,
Typically the maximum is between one and three, there are some reused assets, and the music
initially depending on the character’s age. There certainly sounds similar to that in Demon Gaze,
are ways to restore these Life Points, but they are offering orchestral scores and optional vocaloid
time consuming or very expensive. This mechanic accompaniment.
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Zanki Zero: Last Beginning
Developer: Spike-Chunsoft/Lancarse | Released: 2018 | Platform(s): PS4, PSV, WIN
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Fantasian
Developer: XtalSoft | Released: 1985 | Platform(s): PC88, PC98, X1
Dinosaur
Developer: Falcom | Released: 1989 | Platform(s): PC88, PC98, FMT, WIN
Despite specialising in RPGs, Falcom didn’t
really produce much in the way of first-person
dungeon crawlers, except for Dinosaur. It’s also
rather unusual for the company in that it’s dark
fantasy, a change from the more colourful fare
they were generally known for. Despite the name,
it has nothing to do with any prehistoric setting;
Dinosaur is just the name of the final boss. The
story focuses on a group of people summoned
by a white butterfly to the land of Zamhan for
mysterious reasons; the hero is a legendary
mercenary named Ash. The plot focuses on the
cast’s sins rather than the usual “save the world”
story, and the game is well regarded for its writing, Brandish, you can also rest at any point while There are no
particularly the devil-worshipping priest Ruon. exploring, to recharge health, but there’s a chance dinosaurs in
There are two scenarios, the second of which is you’ll be surprised by enemies and get shellacked. Dinosaur, a
more difficult than the main story. Designed and programmed by Kazunari dungeon crawler
All of the characters are set in their classes, Tomi, who previously created the Mugen no from Falcom.
but once their stats reach high enough levels, they Shinzou series and later conceived the Lunar
can become apprentices and learn skills from series, it’s a minor RPG classic. While Tomi left
stronger characters. Battles are straightforward, Falcom after this game, it was later remade for
with friends and foes displayed as cards. Windows under the name Dinosaur Resurrection,
The random encounter rate is very high, but at which completely overhauled the visuals and
least each fight is over quickly. Like Falcom’s tuned aspects like the random encounter rate.
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Dungeon Kid
Developer: Pixel/Quest | Released: 1990 | Platform(s): FC
Shadow Brain
Developer: Scitron & Art/Brain Busters | Released: 1990 | Platform(s): FC
Shadow Brain calls itself the first “virtual reality
RPG” for the Famicom, and boy, is it ambitious.
The story begins in the year 1990, as genius child
programmer Jun and his father are transported
100 years into the future, to a city called Lemuria.
During the time travel, Jun’s dad seems to have
disappeared, so Jun begins to explore the 16
sections of the city, where robots, cyborgs, and
humans attempt to share the space, and the streets
are overrun with mutants. He’s guided by a woman
in cyberspace, who will lead him up against an evil
program named Gaider.
The game package includes a VHS tape,
which explains the story using a voiceover and on-screen map and the option to back away from Multimedia
illustrated stills. Some big talents of the era were enemies instead of fighting them. crossovers like
behind the game, with the main theme provided Still, this is one damn cool-looking game. Shadow Brain
by the band The Alfee, and Gaider’s design by It has a fascinating retro-futuristic-cyberpunk were novel, but
surrealist Screaming Mad George. The production style that’s both colourful and weird, especially in not unheard of, in
values are pretty high, so it’s a shame that much some of the strange characters you’ll come across. the Famicom era.
of the game is rather basic and repetitive. Jun is There’s an in-game BBS the player can access to
the only playable character, fights are one-on- chat with people or buy stuff, which was ahead
one, and other than finding new programs for his of its time; the ’90s proliferation of the internet
Virtual Data Sensor, there’s not much character did indeed follow. Definitely a case of style over
customisation. It is player-friendly though, with an substance, but the style is remarkable.
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Argo
Developer: Kuro Software Koubou | Released: 1986 | Platform(s): PC88, FM7, PC98, X1
Double Dungeons
Developer: NCS/Masaya | Released: 1989 | Platform(s): TG16
Role-playing games are typically thought of
as single player affairs, but that’s something
Masaya tried to change with Double Dungeons,
a unique first-person dungeon crawler for the
TurboGrafx-16. The screen is split down the middle,
one side for each player. The pacing is pretty
fast, as combat largely boils down to running up
against an enemy and attacking them over and
over. When you gain enough experience points,
you’ll level up, plus money can be used to rest at
the inn or purchase stuff from the shop, providing
you can find them. In addition to weapons and
armour, there’s also attack magic to find, and
since there’s no MP, you can use it with abandon. starting at level one and need to crawl up through Double Dungeons
Death will plop you back to the beginning of the the ranks every time. Once you’ve beaten all of the is a little simple, but
stage and drain you of your gold. main scenarios, you can unlock the final one, and it’s not like there’s
There’s not really much of a plot beyond see the ending. much else out there
the single screen that pops up when you start On its own terms, Double Dungeons is way in the way of co-op
the game. You can play the dungeons in almost too simple to be enjoyable. While it’s fast-paced, dungeon crawlers.
any order, though each only has a single level, there’s not much in it beyond hacking-and-
and none of your items or statistics transfer over slashing, and all the dungeons look identical.
between stages. So while later dungeons are much But with a buddy, it’s definitely a little more
larger and more complex than earlier ones, there entertaining, mostly because there’s nothing else
are still plenty of easy enemies, since you’re always out there like it.
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Arcana
Developer: HAL | Released: 1992 | Platform(s): SNES
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Death Bringer
Developer: Telenet | Released: 1988 | Platform(s): PC88, PC98, X68, MCD, PCECD
Slayers
Developer: NIC Spirits | Released: 1994 | Platform(s): PC98
Slayers was a fairly popular fantasy franchise,
which began in novel form before expanding into
manga and anime. It stars sorceress Lina Inverse
as she adventures with her hapless swordsman
companion, Gourry Gabriev, through a number
of comical scenarios; it’s much more lighthearted
than something like Lodoss War. There were a
number of RPGs based on the Slayers franchise,
which were typical JRPGs and strategy RPGs for
the Super Famicom and Saturn; in other words,
nothing too remarkable. However, the first (and
most interesting) entry was for PC98 home
computers, released in 1994.
The story is pretty typical stuff – Lina and her Most of the emphasis was put on While average
companions go on adventures, some of which were presentation, because the game itself is fairly as a first-person
newly created for this game – but the presentation simple. You control Lina, Goury, and other dungeon crawler,
is quite remarkable. Utilising the high resolution of companions through assorted mazes. There are the visuals in this
the PC98’s display, the graphics are much crisper no experience points or levels to gain, and you have anime tie-in were
than anything home consoles could produce at all of the skills you need from the outset, plus you far beyond what
the time, with an art style that perfectly matches can only directly control Lina. Also, considering could be seen on
up with the anime. Battles consist primarily of that this is a first-person dungeon crawler, the consoles of the era.
large still images, which change depending on actual first-person window is incredibly small,
who’s attacking, with little portraits that pop up with the screen otherwise taken up by character
with each attack. portraits and a gigantic map.
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Dragon Master Silk
Developer: Gimmick House | Released: 1992 | Platform(s): PC98, SAT
Boundary Gate
Developer: Polestar | Released: 1997 | Platform(s): PCFX, PS1
In Boundary Gate: Daughter of Kingdom, the hero
is a warrior named Fin, who’s journeyed to the
Kingdom of Ambrose and become a bodyguard
for a girl named Lisp. The two then begin receiving
visions from Kiral, the princess of the kingdom,
who is opening several boundary gates to an
ancient civilisation. Lisp seems to be connected to
this, but how?
As a 1997 release, Boundary Gate feels a little
out of time. Initially released for the PC-FX, it looks
and feels more like an early Shin Megami Tensei
game for the Super Famicom. Key plot points are
told through illustrated stills, though, and these
are very cool – the character outfits have a South The story is also pretty cool, if rather thin – The interesting
American influence, while the ancient civilisation outside of the introduction, the plot doesn’t really setting and cool
is far more advanced, with some cool cybernetic advance until you begin approaching the end. artwork help this
designs. While exploration is first-person, the The battling is also fairly standard, with some mid-’90s dungeon
characters hop into the scenery whenever they do interesting tweaks: among the available weapon crawler stand out.
battle, viewed from a behind-the-back perspective. types, some are weak but hit multiple times,
The animation is a little simple, the enemy designs others are strong but only hit once. Plus it’s that
are, again, excellent, and some spell effects are rarity: a game of this era that allows you to adjust
particularly impressive. The PlayStation port also the random encounter rate. Altogether, it’s rather
implements smoother movement, though it still quaint, but the cool 2D visuals and interesting
feels behind Shining the Holy Ark. story make it worthwhile.
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Nemuru Mayu
Developer: Asmik Ace | Released: 2000 | Platform(s): PS1
Lost Heroes
Developer: Lancarse | Released: 2012 | Platform(s): PSP, 3DS
In the ’90s, Banpresto began the Compati Hero
series, a selection of games spanning multiple
genres and starring characters from assorted
mecha and tokusatsu properties. They were
generally well regarded, particularly the Great
Battle series on the Super Famicom, but puttered
out in the PS1 era. The line was resurrected in
2012, first with an action game called Great
Battle Fullblast, then continuing the revival with
Lost Heroes, a first-person dungeon crawler.
It was developed by Lancarse, the team behind
Atlus’ Etrian Odyssey games, so it feels a lot level isn’t quite as high as in the Etrian games, Lost Heroes is
like them. as you can hop back to your home base at any time, basically Etrian
There are three main classes for the and there are save/warp points in the dungeons, Odyssey with
properties featured in the game – Ultraman, but it’s no cakewalk either. The enemies are famous mecha
Gundam, and Kamen Rider – with five different presented as static 2D sprites, though when one of and tokusatsu
characters within each class. Some have their your party members attacks, they hop into battle characters.
own unique talents – Gundams can attack all as 3D models.
enemies at once, while the Ultraman characters The first entry was released on both the PSP
flip between “red” and “green” states every and the 3DS, while the sequel is 3DS only. Like
few turns, which affects their attack powers. many of the games that use licensed properties,
There’s also a skill-learning system like Etrian both were released only in Japan. The sequel
Odyssey ’s, allowing you to spend acquired SP included a download code for a port of the 1992
points to unlock abilities on a tree. The difficulty Super Famicom RPG Hero Senki Project Olympus.
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Dungeon Travelers (series)
Developer: Sting | Released: 2011 | Platform(s): PSP, PSV
Labyrinth no Kanata
Developer: tri-Ace | Released: 2012 | Platform(s): 3DS
Labyrinth no Kanata (“Beyond the Labyrinth”)
initially presents itself as an 8-bit-style dungeon
crawling MMO, in which the player teams up with
three other “people” to hunt for treasure and beat
up baddies. But things quickly get weird when
they hear the voice of a young woman calling for
help. Once you find her, the retro facade gives
way to a beautiful rendered labyrinth, through
which you accompany the girl to figure out what’s
going on. It’s a really cool premise presented in
an interesting package – the three team members
communicate only through text boxes, while the strength of your attack, which will also influence tri-Ace games are
girl, always tagging along next to your viewpoint, your place in the turn queue. In other words, you known for their
talks in full speech. need to manipulate the queue in order to take unusual battle
tri-Ace’s battle systems are often unique, and advantage of the elements, restore your HP, and mechanics, and this
this game uses familiar mechanics but flips them deny it to your enemies. The girl is mostly useless Japan-only 3DS
on their head. Combatants are assigned colours in combat at first, but eventually gets magic spells, DRPG definitely
of red, green, and blue, which have a rock-paper- and you need to both protect and work in tandem makes use of them.
scissors relationship. If you hit the element yours with her to inflict the most damage.
beats, the resulting damage pops up into the air It’s a great battle system, and when coupled
as a colour, and is absorbed by the next character with the gorgeous atmosphere of the labyrinth,
matching that colour, healing them, whether makes for a compelling experience. Alas, publisher
friend or foe. This is one of the only real ways to Konami didn’t bother localising it, making it
restore the HP of your party. You can pick the Japan-only.
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Japanese
Rogue-likes
Initially developed in 1980 for Unix mainframe Famicom era. While some publishers dabbled
systems, Rogue ranks up next to Ultima and with Rogue’s concepts, like Konami (Cave Noire,
Wizardry as one of the most important role- 1991) and SEGA (Fatal Labyrinth, 1990), it was
playing games ever made. Focused entirely on Chunsoft’s 1993 Mystery Dungeon that introduced
dungeon crawling, it has you controlling a lone these concepts to a wider Japanese audience.
warrior through a series of randomly-generated It actually began as a Dragon Quest spinoff, called
rooms, picking up items and fighting monsters, Torneko no Daibouken: Fushigi no Dungeon (“The
exploring deeper and deeper, until you are Adventure of Torneko: Mystery Dungeon”), starring
eventually overwhelmed. Since everything is the rotund merchant from Dragon Quest IV.
created procedurally, it provides a different Though it looks like an action game at first glance,
experience with each play. And unlike other RPGs, it works by the same rules as Rogue – characters
which were fairly long and allowed you to save move square-by-square, and the action is turn-
your progress, each run through its dungeon is based, so enemies only move when you do.
relatively short, as once you’re dead, you need to Chunsoft continues the Mystery Dungeon
start again from scratch. series to this day, using characters from other
During the ’80s, several variations of Rogue video game franchises, as well as its own
were made, including commercial releases. original properties. Other developers pattern
Many of these improved the visuals beyond the their games after this series, as it introduced
simple ASCII characters of the original. Later these mechanics. However, as with many
games, including Western ones, such as Epyx’s Japanese RPGs, many of these games were
DunjonQuest series, Blizzard’s Diablo, and SEGA’s not released outside their native land, and the
Toejam & Earl, took elements from it, primarily ones that did got a chilly reception. The first
its randomly generated nature. However, it wasn’t such title was Konami’s Azure Dreams for the
until the 2008 indie smash hit Spelunky that the PlayStation, which was met by reviewers with
concept of a “Rogue-like” hit the mainstream general confusion; the second Torneko game,
consciousness, at least within the Western gaming localised as Torneko’s Last Hope, received
sphere. These generally weren’t RPGs, but rather outright hostility. Indeed, they often featured
other genres (typically action games or platformers) somewhat simple graphics, and the randomly-
that featured procedurally-created levels and generated scenarios just didn’t make sense to
permadeath, though some games loosened that many Western gamers at the time. However,
restriction by allowing some progress to be carried given the modern popularity of Rogue-likes,
over between games. the audience clearly has a broader understanding
However, among Japanese gamers, this of what these games are, and what they’re trying
renaissance came much earlier, in the Super to accomplish.
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Cave Noire
Developer: Konami | Released: 1991 | Platform(s): GB
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Fatal Labyrinth
Developer: SEGA | Released: 1990 | Platform(s): GEN, MCD
Dragon Crystal
Developer: SEGA | Released: 1990 | Platform(s): GG, SMS
Dragon Crystal can be considered a port of Fatal
Labyrinth for SEGA’s 8-bit systems, released for the
Master System in Europe and for the Game Gear
internationally. Despite technically being on weaker
hardware, it’s actually a little nicer-looking, owing
to the bright colour palette. The game takes place in
a variety of locations, like forests and deserts, so it’s
less drab than 30 floors of a dark castle.
It plays like its predecessor, albeit balanced
slightly better – many enemies are reused, but
stronger ones appear, appropriately, later in the
game instead of early on. The food system in Fatal
Labyrinth worked oddly, in that you could eat too
much and die from overindulgence, which is kind somewhat worse. The game did see a sequel solely A sort of port/sequel
of funny but in practice quite frustrating, so that for Japanese mobile phones, through their Sonic to Fatal Labyrinth,
aspect is gone. Gold can now be used to be purchase Cafe download service. Dragon Crystal is
continues, too. However, in the Game Gear version, Overall, although Dragon Crystal is a better actually a slightly
the speed is very slow, to accommodate the game than its forebear, it never really caught on, better experience.
portable’s blurry screen, and can only be sped up and it was a style that SEGA of Japan basically
by holding the Start button. In the console versions, abandoned after this. SEGA’s eccentric Toejam &
you can toggle faster walking speed with the pause Earl, developed in the United States and released
button. The Master System version also benefits for the Genesis in 1991, would later serve as a wider
from the better resolution by enlarging the view, introduction to Rogue-likes, though it’s a different
though the soundtrack is completely different and type of game, which de-emphasises combat.
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Mystery Dungeon (series)
Developer: Chunsoft | Released: 1993 | Platform(s): SFC, N64, DC, GBC, GBA, WII, DS and more
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can be used as weapons, like arrows or explosive originally a feature whereby dying players could While many Mystery
Blaze Herbs. Compared to classic Rogue-like games, send out a request over the internet in hopes Dungeon games tie
the first Mystery Dungeon game is a bit simple, but that another player would rescue them. With the in with established
it’s a good introduction. The interface in particular shutdown of Nintendo’s Wi-Fi Connection servers, franchises, Chunsoft
is suitable for the Super Famicom controller and this feature no longer works, but players can still created the Shiren the
has been used in the subsequent games. generate a rescue password that another player Wanderer series so
Torneko was a surprising success, though with a copy of the game can use. they'd have a property
for a sequel, Chunsoft decided to start its own From here, the two sub-series branched of their own.
franchise, dubbed Fuurai no Shiren (“Shiren the off. Shiren went portable on the Game Boy
Wanderer”). This story takes place in a feudal with Tsukikagemura no Kaibutsu (“Monster of
Japan-like setting, starring the silent wanderer Moonshadow Village”); this was later remade with
hero Shiren and his talking weasel friend Kappa. SFC-style visuals for Windows. This game has a
Despite the new setting, it looks and feels like its difficulty select, plus it’s the only game in the series
predecessor, and even includes music by the same that requires a round trip back to the entrance to
composer, Koichi Sugiyama. beat the dungeon. In the portable line, next came
Shiren is out to cross Impasse Valley and Sabaku no Majou (“Demon Castle of the Desert”)
climb the formidable Table Mountain, to see the for the Game Boy Color, which moves the series to
Golden Condor thought to live there. The game a new setting. It also features several dungeons to
is ten levels longer than Torneko, but far beyond play through, and was technically the first game
that, it’s a hugely more detailed, challenging, and to use the rescue function found in the DS remake
entertaining adventure. Shiren is packed with cool of the first Shiren the Wanderer. It was also later
things to discover, and it’ll be many games before remade as Fuurai no Shiren DS2, for the DS,
you’ve seen everything there is. obviously. After that there was Shiren Monsters
It is difficult to overstate what an advance Netsal, which isn’t a Rogue-like but rather a futsal
Shiren is over Torneko. The makers of Mystery sports game for the Game Boy Advance.
Dungeon have obviously played a lot of Hack, as Back on consoles, the next mainline entry
many of its features show up in this game. These was released on the Nintendo 64, entitled Oni
include helpers who can follow and assist you, Shuurai! Shirenjou! (“Demon Invasion! Shiren
blank scrolls you can turn into whatever type you Castle”); it’s technically a prequel, starring a
want, multiple dungeon branches, and the ability child Shiren. The main aspect of this game is
to customise your equipment with qualities like the castle-building, the materials needed to fix
rustproofing. There’s a lot of new features that your main fortress being found in the dungeon.
are unique to Shiren too, like random pots with Perhaps borrowing from Pokémon, you can also
useful effects, sub-quests that extend beyond each befriend creatures and capture them in jars,
individual play, warehouses for safe item storage, then bring them out for attack. This release also
NPCs in the dungeons, and more. started the trend of multiple dungeons (it came
The dungeon is much more complex than out before Shiren GB2.) Next came a Gaiden
Torneko’s, and is a large part of the fun of the spinoff subtitled Onna Kenshi Asuka Kenzan!
game. Table Mountain itself is only the final stage (“Swordswoman Asuka Appears!”), released for
of the journey; along the way there are towns to the Dreamcast and Windows. This game has an
visit, shops to buy (or maybe steal) from, sub- equipment modification system, as well as an
quests to advance, and people to talk to. Some of Electric Box that replaces the monster-capturing
these sub-quests eventually unlock new features, system, involving upgrading a robot that works
like new types of item or bonus dungeons. similarly. Both versions also enabled online play
Shiren was originally unreleased in English, in weekly dungeons.
though its Nintendo DS port in 2008 was released The third Shiren game was Karakuri Yashiki
internationally. It’s an excellent port too, including no Nemuri Hime (“The Sleeping Princess of the
a second 100-level bonus dungeon, several extras, Clockwork Mansion”), and was released in North
and assorted balance tweaks. There was also America for the Wii as just plain Shiren the
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Wanderer. In this version, levels are persistent Popolo can also be a playable character. It includes Shiren the Wanderer
and no longer reset when you leave the dungeon. a monster-capturing system. Like the third Shiren has seen sporadic
This alone was a huge point of contention among game, this one gets rid of the level reset upon releases outside of
Mystery Dungeon fans, and why in general, the leaving a dungeon, again making it contentious Japan, the most
game is rather disliked by them. It also lets you among fans. recent being the
control three characters: Shiren, Asuka, and This was the last Mystery Dungeon starring fifth game, initially
Sensei. It was later ported to the PSP in Japan. Torneko, but not the last Dragon Quest tie- released on the Vita.
The fourth Shiren game, Kami no Me to in. Next up was Shounen Yangus to Fushigi
Akuma no Heso (“The God’s Eye and The Devil’s no Dungeon (“Boy Yangus and the Mystery
Navel”) was Japan-only, for both the DS and PSP. Dungeon”), starring a kid version of Yangus, the
This version reels back the main changes from the breakout star from Dragon Quest VIII. Like that
third game, and adds other elements like day/night game, it features pleasant cel-shaded visuals.
dungeons and equipment that can gain experience It removes some of the changes from Torneko no
levels. The fifth Shiren game was initially released Daibouken 3, like the world map and level non-
on the DS, with a Vita port released in English as resets, but keeps the monster-collecting and adds
The Tower of Fortune and the Dice of Fate, and is in a monster fusion system; it also integrated the
similar to its predecessor. Tension system from DQVIII.
In parallel with the Shiren games, Chunsoft Final Fantasy also received a series
also released more games in the Torneko line. The of Mystery Dungeon games. The first
second of these was released on the PlayStation, was Chocobo’s Mystery Dungeon for the
and was the first Mystery Dungeon game released PlayStation in 1997, starring the cutesy yellow
in North America, as Torneko: The Last Hope. It birds as well as other monsters, like Moogles,
imports many of the improvements from Shiren from the Final Fantasy games; it was not
the Wanderer and adds a few new things, like a developed by Chunsoft but rather Square and
bank and a bakery, as well as a simple class system Banpresto. It uses the series’ trademark Active
so you can have Torneko switch between Fighter Time Battle system and includes summon
and Wizard. The game was poorly received by monsters, as well as featuring various
both the American press and gamers, who didn’t accommodations for novice players. The sequel
really have the context to understand this type of made its way to North America, and includes
Rogue-like, even though the difficulty of this entry companion characters, a stronger storyline, and
is pretty low. This game was later ported to the tweaks to the way the Active Time Battle system Chunsoft has also
Game Boy Advance. works. This was followed up by Final Fantasy occasionally revisited
Torneko no Daibouken 3 made it to the Fables: Chocobo’s Dungeon for the Wii (also Dragon Quest in
PlayStation 2, later ported to the Game Boy in English), and later the DS in Japan, remade some of their later
Advance. Torneko’s son Popolo has fallen ill on a internationally in 2019 as Chocobo’s Mystery games, the most
vacation, and his dad must save him. This version Dungeon: Every Buddy! This stars a treasure recent one starring
includes a world map, on which you walk to hunter named Cid and his buddy Chocobo, a young version of
different towns before visiting dungeons. Torneko and uses the Job system found in other Final Yangus from the
is also joined by companions, Rosa and Ines, plus Fantasy games. eighth game.
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Pokémon was the next franchise to see a two more entries, Pokémon Mystery Dungeon:
Mystery Dungeon tie-in, first released in 2005. Gates to Infinity, and Pokémon Super Mystery
These are released for every new generation, with Dungeon. The original GBA and DS game pair
multiple titles offering a slightly different mix of was also remade as a single game for the Switch as
Pokémon, and requiring coordination between Rescue Team DX.
the games in order to befriend all of them. Even lesser known game series received
The first generation of the series, Red Rescue some Mystery Dungeon games. The Nightmare
Team and Blue Rescue Team, was released across of Druaga: Fushigi no Dungeon was released for
two different platforms. Blue Rescue Team was a the PlayStation 2 in 2004, as a tie-in to Namco’s
Nintendo DS game while Red Rescue Team came 1984 The Tower of Druaga. The goal, as in the
out for the Game Boy Advance. The cross-system original, is to find the key on each floor and use
nature of this generation allowed for a unique it to unlock the next area. Unlike most Mystery
method of communication: the original release Dungeon games, the floors are not randomised,
for the Nintendo DS had a GBA cartridge slot, so a but the items are; as in the arcade game, there
player with both games to hand could insert them are specific requirements to be met in order for
both at once, and the Blue Rescue Team cartridge hidden treasures to appear. Rather than hunger,
could then see and manipulate the data on the your light is constantly depleted, and needs to be
Red Rescue Team cart. replenished, or else you’ll find yourself wandering
The basic story in most of the games is similar: in the dark. There’s no permadeath – you lose your
the player’s character is a human being who is items and half your experience instead – but it’s
mysteriously transformed into a Pokémon. Which still an incredibly hard game.
Pokémon they become is determined by a personality Etrian Odyssey, the retro-styled 3D dungeon
quiz at the start of the game. Once transformed, they crawler from Atlus, also had two Mystery
are able to communicate with other Pokémon, Dungeon games, both for the 3DS. These let you
and can begin to build a team in order to solve roam dungeons with a whole party of characters,
whatever problems are affecting the area. whose classes come from the main games. They
Since these games are aimed at kids, the also include things like level branching and town
main game does away with traditional Rogue-like development, plus creatures called DOEs, similar
permadeath, allowing Pokémon to retain their to the near-invincible FOE monsters. These work
experience after defeats, which lessens the feel their way through the layers of the dungeon and
that each expedition is its own separate thing. attempt to destroy your central fort, and can only
However, it does feel like Pokémon is made for this be beaten under certain circumstances. The first
sort of gameplay. Even the first games faithfully game was released internationally; the second
implement hundreds of the Pokémon, eventually game, which adds in a few character classes and
allowing them to evolve though their forms and subclassing, was Japan only.
giving them moves close to what they would have Finally, there was also a Gundam tie-in called
in the main games, which have been translated Kidou Senshi Gundam: Fushigi no Dungeon.
well into Rogue-like terms. And the large number However, it did not see any console or portable
of Pokémon provides for more opponents and releases, and was only developed for Japanese
allies than any standard Rogue-like would dream mobile phones, which means it will likely be
of, although with a bit less personality. lost forever.
Subsequent games in the series are pretty
similar, mostly upgrading the graphics, tweaking
the mechanics, and adding more Pokémon. Next
up came Explorers of Time and Explorers of Of the Mystery
Darkness, both for the DS, which add in fourth- Dungeon
generation Pokémon. An enhanced version, renditions, the
Explorers of Sky, adds more Pokémon as well as most successful,
extra storyline episodes. This was followed up by or at least most
a trilogy of Japanese-only WiiWare games, part widely recognised
of the Adventure Team trilogy, which moved to outside of Japan,
3D graphics. The series jumped to the 3DS with stars Pokémon.
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Azure Dreams
Developer: Konami | Released: 1997 | Platform(s): PS1, GBC
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Baroque
Developer: Sting | Released: 1998 | Platform(s): SAT, PS1, PS2, WII, NSW
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Z.H.P. Unlosing Ranger vs. Darkdeath Evilman
Developer: Nippon Ichi | Released: 2010 | Platform(s): PSP
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The Guided Fate Paradox (series)
Developer: Nippon Ichi | Released: 2013 | Platform(s): PS3
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Izuna (series)
Developer: Ninja Studio Ltd. | Released: 2006 | Platform(s): DS
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Time Stalkers
Developer: Climax Entertainment | Released: 1999 | Platform(s): DC
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Monster-
Collecting
RPGs
Typically, role-playing games had a pretty clear monsters in these games aren’t actually all that
line between party members, who the player threatening, they’re just wild animals (or owned
controlled, and enemies, who mostly exist to either by other characters), so functionally they’re more
attack or be demolished by said party members. like toys or pets that just happen to fight on your
But, what if those enemies could be convinced to behalf. Additionally, most of these games appear
give up their evil ways and cross over to become a on portable platforms, again, to appeal to the
playable character? target market, and give kids a way to play these
This concept can be seen at least as early as time-consuming games without having to fight
Atlus’ Famicom dungeon crawler Megami Tensei, their parents or siblings for the TV. Finally, many
in which the player can talk various mythological of them also have tie-in media or merchandise –
demons and creatures into joining their team. cynically done to generate more income for the
However, this was primarily a series for older, IP holder, but also helping to flesh out the world
more hardcore RPG players; the idea was more beyond the constraints of a video game.
widely popularised, at least in Japan, by Dragon There are also competitive and social angles
Quest V, a series with a much broader audience. involved with these games. While many RPGs
Again, the hero has the ability to communicate are solitary experiences, even the early Pokémon
with monsters, some of whom could offer to join Game Boy games let you trade monsters with
your team after combat. anyone else who owned the game, provided you
This culminated in the release of Pocket had a link cable. Beyond adventuring through
Monsters (contracted to Pokémon for its the story mode to become the best Pokémon
international release), initially released in 1996 Trainer in the land, you could also battle your
for the Nintendo Game Boy. This time, monster- friends competitively, giving you even more
collecting wasn’t just one part of the game, incentive to find and train your stable into the
it was the entire focus. The concept was wildly strongest around.
popular, creating a multimedia franchise that These games also tend to be a little simple
eventually spanned decades of anime and because, again, they’re meant for children, many
manga, not to mention toys, trading card games, of whom are of primary school age and are still
and plushies. And with that level of popularity learning to read. Still, that simplicity can be
came numerous imitators. charming, so open-minded adults can still find
Since Pokémon was targetted at kids, many of themselves lured into their worlds, whether
these similar games headed for the same audience. playing alone or with their kids. Play also acts as
Thus, the types of monster the player hunts for a introduction to Japanese role-playing in general,
are the cute, marketable kind, as opposed to the so young ’uns may cut their teeth on Pokémon
actual, more threatening monsters you’d see in before moving onto other series such as Final
typical RPGs. Indeed, part of the idea is that the Fantasy, Dragon Quest, or Persona.
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Pokémon (series)
Developer: Nintendo/Game Freak | Released: 1996 | Platform(s): GB, GBC, GBA, DS, 3DS, NSW
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Fire, for example, is effective against Grass and over the player’s. From there, you will encounter Pokémon Red and
Ice, but less useful against Water. So, if a Move wild Pokémon in the grass; yours battles these, Blue are the first
is used against a creature with a Type it has and, through the use of the iconic Pokéball, you versions of the game,
an interaction with, the Move’s damage will be can attempt to catch them to add to your roster released for the
increased or decreased accordingly. In the case or collection. Many creatures can evolve, if a Game Boy, in which
of dual-type Pokémon, both types are taken into condition (such as reaching a particular experience you control a young
consideration. This easily understood series level) is met, usually changing to larger and more boy from Pallet Town
of complex interactions is at the core of why powerful creatures. Other Pokémon trainers exist as he ventures
the game’s battles are both approachable and in the world and will challenge the player to a through the world
engaging, regardless of age-group. battle on sight; trained Pokémon are stronger of Pokémon.
The naming conventions for the series are than wild ones, and the player cannot attempt to
quite confusing. The main games are broken run or catch them. Should the player succeed in
down into eight generations, each having at winning a Trainer battle, they will receive money
least two versions, differing only in small ways, with which to purchase Pokéballs, and other RPG
typically the specific Pokémon contained on essentials, such as healing items.
the cartridge. The idea was not that you’d need Broadly, the games follow a structure in
to buy two games, but rather that you’d trade which eight successful (Badge-winning) battles
Pokémon with someone who had another title with Pokémon League Gym Leaders lead to the
from that generation. There are sometimes next stage, in which you advance to the Pokémon
third releases within each gen, with a variety of League proper; here you will challenge the Elite
enhancements. Some generations have also been Four and the Champion. However, arguably the
remade using newer technology. For example, greater goal is to fill out the Pokédex, which
the first generation exists both as the original keeps track of every Pokémon you meet and
trilogy of Game Boy games (Red, Blue, and Yellow), capture. Over the course of this journey you will
a pair of Game Boy Advance remakes (FireRed and get tangled up in contending with local criminal
LeafGreen) and another set of HD remakes for the activity: Team Rocket, in the first games, and
Switch (Let’s Go Pikachu and Eevee). assorted other Teams later on, are intent on using
Pokémon Red and Green, the first Pokémon for cruel or unjust purposes. There are Pokémon Ruby and
generation, set the structure that is used in all also encounters with your Rival, who can show up Sapphire are part of
the games: players will meet with a local Professor without warning, and start a difficult battle. the third generation,
and be provided a starter Pokémon of either Grass, In Japan, after the initial Red and Green and the first to be
Water or Fire Types while a Rival character will versions were published, a Blue version was released for the
typically choose the creature that has advantage released by mail-order later that year, featuring Game Boy Advance.
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updated sprites and additional dialogue. Rather and Sapphire, set in the Hoenn region, which The DS entries
than release three games in the West, Nintendo is based on the island of Kyushu, the follow- are considered by
made some changes to them so only two, Red up version this time being Emerald. While the many fans to be the
and Blue, saw English release. Owing to the second-generation games focused on the passage high point of the
perception that Westerners disliked cute things, of time, these games focus on weather, habitat, series, particularly
the reason that so much U.S. box art is revised to and a lot of horns in the soundtrack. New to the Black/White
look more angry and brutish, the question arose the mechanical end of things are Abilities for duology, part of the
as to whether to give similar treatment to the the Pokémon, passive traits that help them fifth generation.
Pokémon themselves. The President of Nintendo stand out and perform more complex strategies.
at the time, Hiroshi Yamauchi, ultimately decided Generation three also introduces Double Battles,
against this, considering the matter to be a in which the player will deploy two creatures at
challenge to overcome in the West. Considering once, against two opposing creatures, though the
how many people fawn over cute creatures, majority of the game is still played with singles.
regardless of nationality, it can safely be said Finally, Pokémon Contests have been introduced,
that he made the right call. A Yellow version was allowing participants to compete based on looks
eventually released, in which the player’s starter and moods rather than battles. Using sixth-
was a Pikachu with digitised voice clips that generation rules, Alpha Sapphire and Omega
walks behind the player’s character. Ruby were released on the Nintendo 3DS.
The first-generation games have been remade The fourth-generation games were Diamond
twice, with FireRed and LeafGreen on the Game and Pearl on the Nintendo DS, in 2006, with the
Boy Advance, operating like the third-generation updated version Platinum to follow, which were
games, and Let’s Go Pikachu/Eevee on the Switch, set in the Sinnoh region (based on Hokkaido).
changing the wild Pokémon encounters to include The big innovation this time around was online
motion controls, and removing the battles, so connectivity, allowing internet-based, or even
instead you just throw a Pokéball. local, trades and battles between players, all
The second generation debuted on the Game without the use of a link cable. On the gameplay
Boy Color in 1999, with Gold and Silver taking front, the fourth generation mostly saw revisions
place in Johto, which was inspired by the Japanese of older rules. Previously, a Move’s relevant stats
Kansai region, and Crystal following a year later, were governed by the Type associated with it, such
allowing you to play as a girl for the first time in as Fire being Special and Poison being Attack.
the series. These took advantage of the Game Boy This generation diversified things by introducing
Color’s internal clock and have a day/night cycle, Physical, Special and Status attributes for
with some Pokémon being diurnal and others Moves, allowing for more variety in strategy and
nocturnal. In addition to this, it’s possible to breed improving the usability of some creatures. The two
certain creatures to generate baby versions that screens afforded by the device allow for the use of
will evolve into more familiar forms. The ability for the Pokétch when roaming around, with various
Pokémon to hold given items, such as berries to eat useful and novel functions that sadly were never
in battle or mail to carry when traded, was added. replicated in any of the later games.
Two new Types, Dark and Steel, were added. The Black and White were the fifth-generation
next President of Nintendo, Satoru Iwata, famously Pokémon games, this time with a stronger
saved the project by providing development tools emphasis on the story; with that in mind, this
and compression methods that gave the team generation was followed by a narrative Part 2
so much space they were able to fit the entire taking place a year later, rather than merely an
landscape of the original game into it; this was updated version of the game. Taking place in the
retroactively named Kanto, after the region in Unova region, which was inspired by New York
Japan. Gold and Silver were remade on the DS and New Jersey, the fifth-generation games are
as HeartGold and SoulSilver, using the fourth- seen as something of an attempt to reinvent the
generation rules. series. Black and White are loaded with many
The third-generation games were released quality-of-life enhancements too numerous to list.
on the Game Boy Advance in 2002 as Ruby Of particular note are the animated battle sprites,
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Triple and Rotation Battles, and 150 new creatures. gaming concepts to the main series, Sword and Even though they
This was the only game, excluding the first Shield feature free-roaming explorable areas, aren’t quite as
generation, to add so many at once, also having optional side quests for experience and prizes, popular with long-
older ones only available in the post-game. They and Raids, in which multiple players must team time fans, the later
also had a unique online support system called the up to contend with a major opponent. Kaijuu- 3D entries included
Pokémon Dream World, which allowed a player to sized Pokémon exist, and can be used by the some interesting
obtain exclusive Pokémon with hidden Abilities, player through a process known as Dynamaxing. locales, like the
though support for this has long since terminated. However, the issues with upgrading all of the 3D tropical islands
The sixth-generation games, X and Y, found models to HD resulted in large swathes of the of Alola, based
themselves on the Nintendo 3DS, and were set in Pokémon being cut. on Hawaii.
the Kalos region, which is reminiscent of France, Of course, the sheer number of these games
particularly around Paris. They feature fully 3D invites the question: which generation is the best?
polygonal graphics, making the battles reminiscent Most of the games are pretty similar, in spite of
of the console battle-oriented Pokémon Stadium technological advancements. It’s a complicated
games. The big addition this time around is the answer, as fans will often point to either the ones
inclusion of the 18th Type, Fairy. Further, it’s now with their favourite rosters of Pokémon, or simply
possible to customise player-characters, involving the first entry they played. However, broadly
details like clothing, hair style/colour and even speaking, the fanbase tends to like the DS (the
skin complexion. The other new point of interest fourth and fifth) generations the best, if mostly
is Mega Evolution. At the cost of giving up the because Game Freak never quite adapted to 3D
Mega Stone slot, certain creatures can evolve for development, so the later titles feel a little stripped
the duration of a battle, often gaining greater stats back. Plus, they tend to feature more story scenes
and potent Abilities. and lots of dialogue, despite not having much of
The seventh generation continued on the anything interesting to say. Indeed, the storylines
Nintendo 3DS, with Sun and Moon, which in are simple, since the games are still meant for
turn received tune-ups with Ultra Sun and Ultra children. It does open the series to criticism, as it
Moon. These take place on the islands of Alola, doesn’t evolve much, but that’s also what its many
based on Hawaii. Sun and Moon deviate from imitators are for.
the usual eight-gyms structure, instead offering Beyond the core games, there are countless
trials for nearly every Type. Mechanically, the new spinoffs across different genres. The quality of
attempt to shake up the gameplay comes in the these is inconsistent, since they are outsourced
form of Z-Shards, which are held by a creature, to other developers, though the Pokémon
and when activated will change a Move once in Mystery Dungeon series of Rogue-likes is one Pokémon Sword and
the fight. The bottom screen is now in permanent of the better ones. Plus, at this point, there are Shield take place in
use as a mini-map and all online functions are decades’ worth of manga, television shows, Galar, inspired by
handled in a rather clumsy theme park of the movies and other outlets. Most of the TV anime Great Britain. This
player’s design. are based on game entries, although the main is the first HD entry
Taking place in the United Kingdom-inspired character through the years has been the young in the series, and
Galar region, the eighth-generation games are boy Ash Ketchum, whose design is based on the it’s clear that it had
Sword and Shield. Bringing several modern trainer from the first generation. some growing pains.
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Digimon Story (series)
Developer: MediaVision/Beck | Released: 2003 | Platform(s): DS, PSP, PSV, PS4, NSW, WIN
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The games received lukewarm responses, and that have been perpetrated by nefarious hackers Hacker’s Memory
it’d be eight years before another Digimon Story using Digimon, or by Digimon themselves. is a half-sequel
game made it out of Japan. As Aiba solves these cases, a deeper plot becomes that adds several
But in those years, three more Story games evident, engendered by Kamishiro Enterprises, new Digimon to
came out in Japan: Digimon Story: Lost Evolution, the company behind EDEN. This eventually puts the roster.
Digimon Story: Super Xros Wars Red, and you and numerous other Digimon trainers into
Digimon Story: Super Xros Wars Blue. The latter conflict with Yggdrasil (or King Drasil in the
two were another paired story that was based on localisation), a digital god.
the Digimon Xros Wars anime series airing at the A companion title to this game was released
time. Lost Evolution featured an original story, shortly afterwards. Digimon Story: Cyber Sleuth
in which the character Shu (male) or Kizuna – Hacker’s Memory, which follows Keisuke
(female) is transported into the Digital World. Amasawa, who has his EDEN account stolen in a
There, they find their classmates and other kids, phishing attack and ends up framed for a crime.
who all team up, along with their Digimon, to help He joins up with the hacker group known as Hudie
take down a trio of villains named Uno, Dos, and to get his account back, and ends up caught up
Tres. Despite a pretty positive reception in Japan, in the Eater incidents himself. Hacker’s Memory
it didn’t get an English release at all. added 92 more Digimon to the game’s roster, and
It wasn’t until 2016 that the Digimon Story though the game’s story overlaps on occasion
franchise was finally released internationally with that of Cyber Sleuth, it’s considered a side
under that name, its debut being Digimon Story: story (NPC characters even call Keisuke a “side
Cyber Sleuth. This is basically a soft reboot aimed character” to his face).
at a slightly older audience. It tosses out all of Both of these games play pretty much the
the old main characters, and takes place in near- same, with a standard turn-based battle system,
future Tokyo, though familiar Digimon are still though Digimon can link up for combo attacks.
present. New aspects include character designs Digimon are scanned automatically before battle,
from Suzuhito Yasuda, who had previously done and when they hit 100%, they become available.
artwork for the Japan-only PSP game Digimon You spend your time between the real world and
World Re:Digitize, and whose other notable work the digital world, where the dungeons are. These
includes Durarara!! and Shin Megami Tensei: games were developed with the Vita in mind,
Devil Survivor. Music for this game and its sequel so they’re a little simple when played on a console
was by Masafumi Takada, who had also composed or computer, but the sleek and stylish cyberspace
for killer7, No More Heroes and other Grasshopper look is attractive, if somewhat repetitive. However,
Manufacture games. collecting and cultivating Digimon are easily their
The player controls either Takumi (male) or most compelling aspects.
Ami (female) Aiba. This protagonist is a student Though not the blockbuster hit that is
who uses an online virtual reality space known Pokémon, the Digimon Story games have proven to
as EDEN. One day, while logged into EDEN, they be a series of engaging role-playing outings that not
end up confronted by a corrupted data creature only live up to the legacy of the Digimon franchise
known as an Eater, which consumes part of their at large, but have amassed their own dedicated
data and leaves them in a half-digital state. After base of fans. They’re also a decent alternative for
being found by the detective Kyoko Kuremi, Aiba those who want monster-collecting but something
is hired by Kuremi to help solve digital crimes other than Pokémon or Shin Megami Tensei.
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Dragon Quest Monsters (series)
Developer: Enix/Tose | Released: 1998 | Platform(s): GBC, PS1, GBA, DS, 3DS
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DemiKids / Devil Children (series)
Developer: Multimedia Intelligence Transfer/Atlus | Released: 2000 | Platform(s): GBC, GBA, PS1
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Monster Rancher (series)
Developer: Tecmo | Released: 1997 | Platform(s): PS1, PS2, GBC, GBA, DS
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uses the discs to generate a set of numbers, which different ways that take advantage of the system’s The original
are then used as the resulting monster’s statistics. unique input options: players can speak into the Monster Rancher
A select few discs could produce specific microphone or draw something on the bottom was keen to
monsters; the disc for another Tecmo game, Dead screen. advertise the near-
or Alive, provided an Easter Egg: a Pixie with the There are both common and rare types limitless number of
name Kasumi. of monsters to raise across the different games. monsters you could
The first two Monster Rancher games for the The mascot characters, in that they’re featured generate by trying
PlayStation are really more simulation than RPG. regularly on the covers, are Suezo, which are out the game and
Much of the game is spent navigating through basically tadpoles with gigantic heads, a huge music CDs in your
menus, and everything is explained through single eye, and a large mouth, and Mocchi, own collection.
partner characters. There are expeditions you can a penguin-type bird. Each monster has six stats
go on for new items or monsters, some of which to work from: Power (physical attack), Intelligence
play out like JRPG dungeons. When the series (energy attack and defence), Life (hit points), Skill
jumped to the PlayStation 2, it began introducing (accuracy), Speed (evasion), and Defense (blocking
more traditional RPG elements, like putting the physical attacks). These stats are up-rated by
player into an actual character in the story, and doing chores or training under an expert; they
letting them run around town and various areas. can also be quickly raised by using vitamins, but
Much of this takes place in simple medieval this comes at the cost of decreasing another stat,
fantasy-type worlds. Monster Rancher EVO is a as well as a shortened lifespan.
little different from the others, in that it focuses The spinoff titles feature very different
on running a carnival; in between training your gameplay from the main entries. Monster Rancher
monster to put on shows, there are various other Battle Card GB and its sequel have the player
things you do to make the audience happy, like travelling through the world in order to find new
playing brief mini-games. monster cards to add to their deck, with the
The battle systems are also different from gameplay focused on card battles. Meanwhile,
those in traditional JRPGs. You have direct Monster Rancher Explorer is basically a Solomon’s
control over your monster, though you can only Key game, but with Monster Rancher characters.
really move forwards or backwards, and use a Though the series hasn’t exactly sold
variety of attacks or dodge moves. Most games gangbusters, it’s been reviewed pretty solidly
have one-on-one battles, but Monster Rancher across all entries, with the monster summoning- Monster Rancher
EVO again changes things up, by having three- raising-battling gameplay loop being noted as EVO made a number
on-three fights. particularly addictive. Monster Rancher has of changes to the
In the Game Boy Advance titles, input of maintained a solid cult following over the years series, putting
key words or phrases is used to generate new (though more so in Japan than in other territories) you in charge of
monsters, as the disc-reading system couldn’t and has carved out its own niche in an RPG sub- running a circus,
be used for a cartridge-based portable. The DS genre otherwise dominated by just one or two alongside your
entries can generate monsters in a couple of other series. monster breeding.
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Robopon (series)
Developer: Hudson/Red Entertainment | Released: 1998 | Platform(s): GBC, GBA, N64
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Medabots (series)
Developer: Natsume | Released: 1997 | Platform(s): GB, WS, GBC, PS1, GBA, GC, DS, 3DS
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Jade Cocoon (series)
Developer: Genki | Released: 1998 | Platform(s): PS1, PS2
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Monster Hunter Stories
Developer: Capcom/Marvelous | Released: 2016 | Platform(s): 3DS, IOS, AND
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Yo-kai Watch (series)
Developer: Level-5 | Released: 2013 | Platform(s): 3DS, NSW, PS4
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Yo-kai Watch’s
mascot character is
Jibanyan, a cat spirit
that perishes in a car
accident and spends
his days training so
he might have the
power to take down
a speeding truck.
(or specific parts of large boss monsters), and can In Japan, this was called Yo-kai Watch Busters,
toss them items to heal them or increase their but this was too close to Ghostbusters, of which
Soul meters. it’s a flagrant parody, so the name was changed
When their Soul meter is at max, you can for the international release.
command them to do a Soultimate super-move, Yo-kai Watch 3 was even more ambitious,
executed after performing a random touch screen though it has to confront some localisation issues.
mini-game (pop some bubbles, spin a wheel, and The series obviously takes place in Japan, although
so forth). If one of your characters is Inspirited, the international versions change some names
you can also rotate them out and Purify them to imply that it takes place in the player’s native
in a similar manner. Despite the fact that you territory. In this third game, Nathan moves across
can’t directly control your party members, you’re the ocean to the United States … but since players
still constantly juggling different tasks, so it’s have inferred that he already lived there in earlier
very rarely boring, plus you can fast-forward the entries, the localisers invented a new location:
speed. This was obviously designed for kids too BBQ. This is important because some of the new
young to really understand a turn-based battle Yo-kai in this game are based on American things,
system with lots of text, à la Pokémon. However, like baseball. There’s also a fascination with aliens
collecting new Yo-kai is pretty frustrating, and UFOs, as the game opens with two characters
since it’s entirely random whether they’ll join who are clearly based on Mulder and Scully from
you after a fight. You can toss them food to The X-Files. Meanwhile, Katie is demoted to
increase the odds a bit, but it’s still too much supporting character, while the heroine role is
of a dice roll. filled by a new girl named Hailey Anne, who stays
The first game is pretty basic, with its back home in Springdale and can explore some
story broken up into chapters that send you on new areas, including Sparkopolis, the in-world
various sub-quests, exploring the protagonist’s equivalent to Tokyo’s Akihabara district. The
suburban home of Springdale. It’s a little aimless battle system has also been revamped, so you can
until the end, when an existential threat pops up move your characters around a grid, both to aid in
to be defeated. The second game is a little more attack and defence, and to pick up power-ups.
involving, as the hero must travel to the past to In Japan, the series was extremely popular
meet up with their own grandfather, who could for a few years before burning out, though Level-5
also communicate with Yo-kai. There are plenty continued with a fourth entry, and a port of the
of new areas to explore along with the different first game to the Nintendo Switch. Internationally,
time periods, as well as tons of new Yo-kai and its reception was more varied – in America, the
many other additional features. Like Pokémon, TV show and the game did relatively well, but
this release was initially split up into two versions: the toys were a failure. Level-5 also took their
Fleshy Souls and Bony Spirits, with a third, time localising the games, resulting in long gaps
complete version being released later, subtitled between releases. As such, the series collapsed
Psychic Specters. into a niche after a couple of years. That’s
Yo-kai Watch 2 adds a mini-game called Yo- unfortunate, because while it might not have
kai Watch Blasters, where you run through the the enduring appeal of the big-name series, it’s a
streets as various Yo-kai from your collection. fun, cute, fascinating series, and makes a perfect
This was expanded into a separate game. introduction to RPGs for younger players.
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Miscellaneous
RPGs
We’re finally near the end of this book, but it’s quality, as they typically just borrow established
not quite over yet! This final section has a handful design trends in the most straightforward manner
of other RPGs that we couldn’t quite fit in possible, and use that as an excuse to stick in
anywhere else. naked women. However, it is worth examining
First off, we’re looking at a handful of some of the more prolific series, as well as some
MMORPGs. Like the computer RPG genre of the unlicensed games that ended up on 8- and
in general, this type of game began in North 16-bit consoles.
America, with entries like Ultima Online and Following that is a brief look at some sports
EverQuest, but Japanese developers created and racing-themed RPGs, and a few other offbeat
their own offshoots, and all of those featured titles that don’t fall into established categories.
here are extensions of existing properties. Some of these aren’t really RPGs, but rather games
They also provide a good contrast to World of in other genres that incorporate RPG-style modes,
Warcraft, the other big Western-developed and it’s interesting to see how these blend in with
MMORPG, which is still being played today. Note the underlying format.
that there have been many other MMOs based After that we’ll look at some Western-
on Japanese properties, including fairly famous developed JRPGs. Right at the start, we established
ones like Shin Megami Tensei: Imagine, as well that “JRPG” is a genre descriptor, rather than only
as lesser known ones like Grandia Online and being applicable if an RPG comes from Japan.
Sorcerian Online. However, due to the transient And of course, as these games started seeing
nature of these games, they were typically only in more popularity in the West, there were Western
service for a handful of years, and are no longer developers that sought to emulate them. Not all
functioning. They also tended to be exclusive to of these were successful experiments, but they’re
Asian territories. interesting too.
Next up there’s a small selection of adult- Finally, we’re finishing off with two games
themed RPGs. This type of game isn’t as well- that deconstruct JRPG tropes, Undertale and
documented as others, primarily because they Moon: Remix RPG Adventure, both of which were
were largely restricted to home computers. From a made by folks that not only had deep love for
more general perspective, they also aren’t the best JRPGs, but also knew how poke fun at them.
While modern
MMORPGs originated
in North America,
the Japanese created
a number of them
as well, often based
on other well-known
JRPG properties.
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Phantasy Star Online (series)
Developer: SEGA | Released: 2000 | Platform(s): DC, GC, XB, WIN, PSP, DS, PSV
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Outside of the action palette are the game’s and did battle in both story mode and online Alas, the
ultimate attacks, Photon Blasts, granted by another competition. While this was an unexpected move, Dreamcast died
series staple: MAGs. While a MAG starts as a small, it was well received and offered a unique spin on a fairly quick
innocuous device floating behind your character the world fans had grown to love. death, but SEGA
and offering a minor stat boost, these virtual pets A full Windows port of Episode 1 & 2 came in supported the
can be fed consumable items that boost their core 2004, as Phantasy Star Online: Blue Burst, which series across
stats. Depending on which stat the player chooses also included a new Episode 4, moving the game many consoles.
to focus on, the MAG can evolve along different online-only to mitigate rampant item duplication
paths through a branching tree of MAG evolution. problems. The last official servers for Phantasy
Researching the evolution tree and feeding your Star Online lasted until 2010, and dedicated fans
MAG appropriately becomes a significant part maintain private servers to this day.
of build planning when creating new characters. In 2007, SEGA aimed to revamp the PSO
This made PSO online in more ways than one, with series with a follow-up on PC, PS2, and Xbox
research outside the game becoming essential to 360: Phantasy Star Universe. Unlike PSO, the
making it through the hardest content. game featured a fully-realised single-player story,
Characters can level up with experience attempting to cater to both new and returning
earned by defeating enemies, but the real core of fans. While it sold well enough to produce an
progression echoes the game’s primary inspiration, expansion and several PlayStation Portable
Diablo: acquiring loot. New weapons and armour spinoffs, the core gameplay felt dated, with the rote
are dropped by enemies, with bosses dropping story doing little to elevate the rest of the game.
some of the rarest and most coveted weapons in Another revamp came in 2008, called Phantasy
the game. Higher difficulties yield scarcer rewards, Star 0, for the Nintendo DS, with a more cartoony
incentivising gamers to replay the game to collect look and a stronger focus on story. The game did
higher tiers of equipment. This loop, once released, an admirable job of adapting the scope of PSO to
provided a long-term hook for players. the smaller system, but the scale-down came at
This recipe proved incredibly popular with the cost of a crowded UI and smaller combat areas.
players, offering many their first taste of online Phantasy Star Online 2, a fully-fledged
gaming. After the discontinuation of the Dreamcast sequel to Phantasy Star Online, was released in
in 2001, PSO continued in Phantasy Star Online: Japan in 2012, offered an experience more akin
Ver. 2 for Windows, adding new content alongside to a full MMORPG while maintaining the action
a paid subscription. The console version got a new core of the series. The game would flourish across
lease of life on the Nintendo GameCube, and later a number of systems in Japan before localisation
Microsoft Xbox, as Phantasy Star Online: Episode into English in 2020 for the Xbox One and
1 & 2. In addition to a new chapter that acts as a Windows. PSO2 would inspire spinoff Phantasy
full sequel to the original game, the GameCube Star Nova for the PlayStation Vita in 2014, putting a
version added improved graphics, new classes, and Monster Hunter spin on Phantasy Star Online 2 ’s
an offline split screen, allowing players without world. While Nova was successful in Japan,
an internet connection to play through the game it never saw a Western release.
with friends. The new content was popular with Phantasy Star Online remains a landmark
existing fans, with offline multiplayer offering title in both online gaming and RPGs. Not only did
a new way to play for those who missed out it offer an early example of a classic JRPG franchise
on the online action. completely overhauling its core gameplay into
Another sequel followed just a year later, something entirely new, a move that would later
with a significant change: Phantasy Star Online be seen in hit titles like Final Fantasy XI and
Episode III: CARD Revolution replaced the Dragon Quest X, it acted as a gateway to the online
dungeon-delving RPG elements of the original gaming world for countless gamers. PSO remains
game with a turn-based tactical RPG based around the original blueprint for the modern co-op JRPG.
card battles. Players built custom decks made up While the main series lies dormant, Phantasy Star
of classic PSO monsters, items, and techniques, Online continues on.
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Final Fantasy XI
Developer: Square | Released: 2002 | Platform(s): PS2, X360, WIN
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Final Fantasy XI
has continued
on for nearly two
decades, though it
obviously looks a
bit dated nowadays.
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Dragon Quest X
Developer: Square Enix | Released: 2012 | Platform(s): WII, WIIU, WIN, 3DS, PS4, NSW
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Dragon Quest X is
playable on many
platforms, including
on your web browser
or phone, via an
HTML5 version.
design sensibility to the look of each race: they all Area of Effect spells away from healers and other
have appealing elements. Whether you like your magic users in the player’s party.
monsters cute or fearsome, there’s something Players can see other human-controlled
here for you! The choice of character is mainly characters in combat and even offer an
aesthetic, though stats do vary a little between encouraging cheer that raises tension in battle.
races. The character design uses silhouetting well It’s not uncommon to see a sea of “Thank You”
to convey this. For example, Ogres are big and burly speech bubbles on the overworld after players
and are therefore suited to warrior-type classes. cheer each other on during encounters.
Dwarves work better as martial artists, Wedis Another major priority for the development
make good thieves, and so on. Really, though, team was making sure that people could play
any combination of class and race will do. This is through the game on their own if they wanted
Dragon Quest after all; friendly and approachable to. Solo adventurers can hire other people’s
is the order of the day. characters from bars in towns and cities.
To that end, not much has changed in terms The AI is as good as it’s ever been and can bring
of player control and interaction. However, Dragon you through every encounter in the game.
Quest X was designed to be played with a controller, The offline player’s character even gets to keep the
and not a mouse and keyboard, although players EXP and gold earned while they were hired out.
can use a keyboard for typing. When the game It’s a win/win situation for all involved.
came to Windows PCs it did not feature a hotbar, In August 2020, Dragon Quest X entered its
unlike other MMOs. Moreover, there are various eighth year of service. Word is that the developers
systems in place to encourage players not to planned for at least ten years of updates. So far, the
dedicate their lives to the game. Time spent logged game has had five expansion packs and has seen
out of DQX contributes to EXP and gold bonuses ports to several platforms, including Microsoft
that mean that the player can always make some Windows, PlayStation 4, Nintendo Wii U, 3DS, and
meaningful progress when they next log in. Switch. There is even an HTML5 version of the
There is also “Kid’s Time”, a couple of free hours game that’s playable on your phone or computer’s
each day that do not require a paid subscription. web browser!
As such, the usual MMO barriers are removed. Players who had stuck it out with the Wii
A new player, young or old, can play comfortably. version of the game were given upgrades to the
The main goal is to regain your human Switch port following the closure of the Wii
form, save your sister and defeat Nelgel. To do servers. And though the Wii version of the game
this you have to collect several Key Emblems from was lost, the game gained some graphics fidelity
around the world. Each Tribe has two major cities in the changeover; until a couple of years ago
associated with it; in these cities you’ll find the characters lacked individually modelled fingers.
usual DQ story vignettes, with a Key Emblem as Although there has been much interest and
a reward. Stories in Dragon Quest X 1.0 involve petition-writing it seems unlikely that Dragon
a possessed king, a disgraced circus performer, Quest X will ever be released outside of Japan. The
a lizard that turns people into dolls, and many other localisation effort alone would be a gargantuan
fun scenarios full of that special mix of charm, undertaking. For a long time, the game implemented
wit and tragedy that characterises the series. a region lock for Western players. The lock was
The game world of Astoltia is large and recently lifted for American and Chinese IP addresses
full of variety, monsters are appropriate to their but is still active in Europe, where other workarounds
surroundings, and they all have new idle animations are needed to connect to Dragon Quest X’s servers.
that give them even more personality. A standout At first, the very idea of Dragon Quest X
is the Slime Knight, which pets and plays with its seemed antithetical to the RPG traditionalism
slimy steed when out of battle. When you run into normally associated with the series, but in practice
an enemy, you get the familiar battle swirl effect the game is as true an entry as any other in the series.
and a first-person view of the monster before the Dragon Quest has always been a social experience
fight begins. Battles are menu-driven, a mix of of sorts, lining up on launch day, swapping hints
active and turn-based combat that allows the player and strategies with classmates and co-workers.
to move around between selecting commands. As Japan’s “National Game”, it always brought its
A new element comes with the player’s Weight intrepid adventurers together in the real world.
stat: heavier characters can push enemies around With Dragon Quest X, Square Enix and Yuji Horii
the battlefield. This is primarily used for moving brought generations of fans together online as well.
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Final Fantasy XIV
Developer: Square Enix | Released: 2010 | Platform(s): PS4, WIN
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Pictured left are
some of the different
outfits your can
dress your characters
in. The visual style is
quite different from
that of both Final
Fantasy XI and other
Final Fantasy games.
The score of FFXIV is immense, totalling over tribes, helping them secure their place among the
100 distinct tracks at its relaunch, and adding many nations, thereby mitigating their fears of colonial
more since, via expansions. The musical library of oppression by the superpowers. This is just one
the game is a plethora of original compositions of the various ways that the writing ties back to
and arrangements from previous entries, ranging itself and creates a sense that the world is coherent
across a wide selection of styles, with an emphasis and vital, and that your actions actively change the
on the orchestral. The majority of this effort was socio-political landscape.
made by Masayoshi Soken, though the Final The launch of Final Fantasy XIV is nearly
Fantasy veteran Nobuo Uematsu had a significant legendary at this point, generating almost
role in the original release of the game, including universally negative critical and user responses;
the composition of its main theme, “Answers”. these reached such heights that the president
One of Final Fantasy XIV’s greatest attributes of Square Enix issued a formal apology and
is the quality of its writing. Along the way the suspended subscription fees. Similarly legendary
player will encounter many, many NPCs of varying is the effort put into revitalising the game, turning
backgrounds and cultures. From major characters it from one of the worst large-scale failures in
to ancillary extras, there’s always something to the industry to one of the most inspiring stories
take away from a situation, whatever the broader of success – indeed, it went on to effectively
context of the moment. Even some of the most save the company. Producer Naoki Yoshida was
minor, seemingly insignificant characters can the linch-pin of the entire revival, planning out
come back later on and become narrative focal and executing an unprecedented undertaking,
points, remembering who you are and what you’ve in terms of both tightness of time-frame and
done. One of the earliest conflicts the player will immensity of scale, which had also to restore the
engage in is with the Primals, ideals of gods put user-base’s respect. The commercial results are
forth by fervent belief, which are summoned by evident: the game has had three major expansions
the Beast Tribes across the Eorzean continent. – Heavensward, Stormblood, and Shadowbringers
Superficially, this could be written off as “here’s – and boasts a player base exceeding 18 million
a bad thing for you to fight”; however, the game active subscribers. More significantly, all this
dissects the matter, pointing out that the various demonstrates the importance of transparency,
tribes resort to this as a desperate form of defence and of communication with the user base. Yoshida
against the geographical and cultural expansions has also made a case for reducing time pressure
of the various city-states. It goes so far as to offer during development, as not only unnecessary,
content allowing the player to work with the but actively detrimental to a game.
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Rance (series)
Developer: AliceSoft | Released: 1989 | Platform(s): PC88, PC98, FMT, X68, WIN
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Toushin Toshi (series)
Developer: AliceSoft | Released: 1990 | Platform(s): PC98, X68, WIN, 3DS
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Dragon Knight (series)
Developer: Elf | Released: 1989 | Platform(s): PC88, PC98, X68, MSX2, IBM, PCE, SFC, WIN
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Words Worth
Developer: Elf | Released: 1993 | Platform(s): PC98, X68, FMT, WIN
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Bodycon Quest I
Developer: Hacker International | Released: 1987 | Platform(s): FDS
Bodycon Quest II
Developer: Hacker International | Released: 1993 | Platform(s): PCE
Hacker International followed up its first game
with a PC Engine sequel. The kingdom of
Dekameron (“Huge Melons”) has been overcome by
a curse, causing widespread impotence, resulting
in a declining birthrate. The hero, born of a virgin
conception and destined to save the kingdom, is
sent off on his 15th birthday on a journey to defeat
the magician Topaz and remove the affliction.
Unlike its predecessor, which looked like
Dragon Quest but was an action game that played
like Ys, this sequel is a pure Dragon Quest clone.
When you hit an random encounter, the “enemy”
is a cutesy girl, usually in some suggestive pose.
Instead of a “fight” command, it reads Insert, names). But as a game, it’s barely above the level of There were plenty
instead of “magic” it reads Technique, and the original Dragon Quest, which was seven years of low-effort adult
includes moves like Lick and Tickle. You’d think old at this point. While you do find three party RPGs that were
the H would represent hit points, but it actually companions, there’s still little to the game beyond just clones of other
means Ecchi (“pervert”) points. When it runs out, grinding. The visuals aren’t even particularly games, with cute
your hero runs out of virility and is returned to the good, and the animation can be pretty choppy. girls in place of
king’s chamber. Some of the comedy is amusing but other parts regular enemies, and
There’s not much actual nudity, so much of are painfully dated or just plain gross (homosexual this is one of them.
the adult content is simply communicated via text, characters afflict your party with diseases).
with silly names for items or special techniques It’s generally amateurish, though that’s expected
(including commercial ones like real energy drink of an unlicensed game.
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Lady Sword
Developer: Hacker International | Released: 1992 | Platform(s): PCE
Hi-Leg Fantasy
Developer: Hacker International | Released: 1994 | Platform(s): PCECD
After ripping off games like Dragon Quest and
Wizardry, Hacker International (now calling itself
Games Express) finally went after Final Fantasy,
with its RPG magnus opus, Hi-Leg Fantasy.
(The title refers, of course, to high-leg women’s
shorts, bikinis, or underwear.) The protagonist
is an adventurer who comes from a Japan-like
kingdom, and is shipwrecked in a land where
coupling between races is forbidden. After being
washed ashore, he teams up with two other
fighters to fight against an evil sorceress and bring
love back to the land.
The visuals and interface are straight out of
Final Fantasy, as is the battle system, and even As you do damage, eventually you rid her of her As adult game clones
the Job system from the fifth entry. Here, though, clothes. They are thirty 30 types and they’re go, Hi-Leg Fantasy
everything is a parody – instead of potions you get actually fairly well illustrated, considering that is one of the better
healed by lotions, Job classes include the Gigolo, (with the jokiness) is the main draw of the game. ones, complete with
Obese Knight, and Acupressurist, with abilities The publisher seemingly couldn’t beat the interesting (albeit
like Catcall and Massage Magic, and there’s a copy protection of the PC Engine CD-ROM, so the unusual) designs and
town called Chlamydia. Instead of a Chocobo, game came with a Game Express HuCard, which is a rather amusing
there’s an actual ostrich you can ride. While you required to play the game, rather than a standard class system.
have control over three characters, you only fight PC Engine System Card. Since it doesn’t have any
one enemy at a time, which is represented by a extra onboard memory, it will only work on PC
gigantic (zoomed-in) image of a female warrior. Engine Duo consoles.
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Captain Tsubasa (series)
Developer: Tecmo | Released: 1988 | Platform(s): NES, SFC, MCD
628
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Inazuma Eleven
Developer: Level-5 | Released: 2008 | Platform(s): DS, 3DS
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World Court Tennis
Developer: Namco | Released: 1988 | Platform(s): TG16
Keru Naguuru
Developer: Game Studio | Released: 1989 | Platform(s): FC
The story modes of World Court Tennis and
Final Lap Twin were kinda slapped on, as a way
to give context to the tennis and racing arcade
action, but Namco’s Famicom versus fighter game
Keru Naguuru, subtitled Tenkaichi Bushi (“Kick-
Puuunch: The Strongest Warrior in the World”)
does a far better job of integrating the action and
the RPG elements.
In a land resembling China, you set off from
home in order to become a fighting master. Random
enemies will pop up, at which point you’re switched
to a side view, then you and your opponent duke
it out. At the beginning, you only have a simple
punch move, and a mere 10 HP. As you beat more Since this sort of versus fighting game Keru Naguuru was
opponents, your maximum HP will go up. As you predates Street Fighter II, the action more closely designed by Namco
hunt around and find items, you can use them to resembles earlier arcade fighters like Karate star developer
increase your stats, or take on training exercises to Champ and Yie-Ar Kung Fu, so it can be a little Masanobu Endou,
increase your jumping power. New moves can be rough going back to such basic fighting. Item the creator of
taught by visiting temples and hermits throughout management is odd too, as you can only carry one Xevious and Tower
the expansive world maps. Eventually you’ll find item at a time … and money technically counts as of Druaga.
yourself growing from a weakling to, indeed, an item. But it’s a cool setup, and gives a nod to
the strongest warrior in the world (the game world, plenty of other games too, including a tombstone
anyway), at which point you are challenged by the referencing the hero of Final Fantasy II, as well as
seemingly invincible Tao Tairah. item names from Dragon Quest.
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American Dream
Developer: C-Dream | Released: 1989 | Platform(s): FC
Racing Lagoon
Developer: Square | Released: 1999 | Platform(s): PS1
While Final Lap Twin for the TurboGrafx-16
was technically the first racing RPG, Squaresoft
expanded substantially on idea with their 1999
PlayStation game Racing Lagoon, which calls
itself a “High Speed Driving RPG”. The company
experimented quite a bit during this time,
including this Japan-only release was produced
by Akitoshi Kawazu, with a script by future Final
Fantasy XIII writer Motomu Toriyama.
The story is very heavily based on the long-
running anime/manga Initial D, which focuses
on street racing, but also weaves in some JRPG
tropes. The amnesiac protagonist is Sho Akasaki,
who races against various street gangs in Bay on how well you do, you can then upgrade your Square was very
Lagoon, while trying to regain his memory. Much Engine, Body, and Chassis, as well as attaching experimental during
of the story is told using some very awkward, various accessories and cosmetic items. the PlayStation era,
vaguely animated CGI characters. Taking place at Racing Lagoon does have a particular sense resulting in unique
night, the field map is viewed from an overhead of style, especially owing to its snazzy soundtrack genre blends like
perspective as you drive around. You can challenge by Noriko Matsueda (Bahamut Lagoon). Racing Lagoon. It
any car you come across, or be challenged by other But the actual driving just doesn’t stand up to doesn’t always work,
cars in what are basically random encounters, more popular games like Ridge Racer or Gran but it’s fascinating
at which point the game becomes a 3D arcade racer. Turismo. The very nature of the racing means that nonetheless.
You may need to drive for a certain number of it also gets repetitive pretty quickly, especially since
laps, or just for a specific distance. Depending performance often depends on your car’s strength.
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Secret of Evermore
Developer: Squaresoft | Released: 1995 | Platform(s): SNES
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Anachronox
Developer: Ion Storm | Released: 2001 | Platform(s): WIN
633
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Cosmic Star Heroine
Developer: Zeboyd Games | Released: 2017 | Platform(s): PS4, PSV, NSW, WIN
634
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CrossCode
Developer: Radical Fish Games | Released: 2018 | Platform(s): WIN, PS4, NSW
635
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Shadow Madness
Developer: Big Rain | Released: 1999 | Platform(s): PS1
Septerra Core
Developer: Valkyrie Studios | Released: 1999 | Platform(s): WIN, MAC
Septerra Core is not a JRPG, but it really, really
wants to be. It was made by a collection of fans
who loved Final Fantasy games and wanted to
make their own, in the style of Final Fantasy VII.
The DNA of that era of Square is felt everywhere:
the modified ATB system, the lively party you
gather, the mixture of sci-fi and fantasy, the mild
themes of capitalist class-ism and the importance
of nature, etc. Even the look is clearly inspired
by Square’s FMV work, complete with the
awkwardness of some of the models.
It also has the same major faults, including
a battle system that drags because of the flashy
animations you can’t skip, the restrictive Still, Septerra Core is charming in its oddity, Unlike Anachronox,
structure limiting who can be in your party, and with a unique flavour all its own, from the gaudy Septerra Core
some difficulty spikes once the game does open but memorable texture work, to the very likeable borrows the CG-
up, because you’re expected to be at a higher level cast, all fully voiced. It also, in contrast to Final animation look
than you’d think. These problems are a bit worse Fantasy, gives you the likeable Maya as a female of other JRPGs
here, because the newly-designed battle system is lead; she’s a voice of reason, strongly driven to of the time.
tiring to get through. It’s not exactly fun to play help people and fight injustice. The story involves
to a finish because of this, despite all the cool a planet stratified into seven layers that rotate
little touches, like two pairs of party members around a central core, with the top layer ruling
actively hating and attacking each other until you those below, which makes for a pretty cool setting.
complete their character quests. Overall, it’s flawed, but the effort is appreciated.
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Sudeki
Developer: Climax Solent | Released: 2004 | Platform(s): XB, WIN
637
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Barkley, Shut Up and Jam: Gaiden
Developer: Tales of Game’s Studios | Released: 2008 | Platform(s): WIN, MAC
638
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Silver
Developer: Spiral House | Released: 1999 | Platform(s): WIN, MAC, DC
639
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Sonic Chronicles: The Dark Brotherhood
Developer: BioWare | Released: 2008 | Platform(s): DS
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Jimmy and the Pulsating Mass
Developer: Kasey Ozymy | Released: 2018 | Platform(s): WIN
Indie game developers love EarthBound (to be fair, This indie RPG
pretty much everyone loves EarthBound), so it’s borrows liberally
inspired a number of tributes, especially warranted from EarthBound’s
by the long drought since 2006, when Mother 3 aesthetic, but its
came out. One of the best of these is Jimmy and story, about an
the Pulsating Mass, which draws from a number empathetic child,
of other JRPGs, in addition to the Japanese cult is interwoven
classic adventure game Yume Nikki. beautifully with
The entire game takes place inside the its mechanics.
dream world of eight-year-old Jimmy, with the
rest of his family acting as the party members. His
older brother Buck is kind of a bully, but a good
physical attacker; his Mum is a fantastic healer
and also unaffected by status effects; his Dad is a
skilled magician. But Jimmy is the most powerful, and eventually allow him to inherit some abilities
because he is empathetic. After defeating any of for his own use.
the oddball boss monsters – a blob, a vampire, This unique take on the Final Fantasy Job
etc. – you can share in their pain, and then gain system is clever, though the heart of the game
the ability to transform into them. This is not only is really the story. It’s alternately charming and
useful for battle, since the extra forms have a whole frightening – Jimmy’s subconscious isn’t all
bunch of abilities, but also supplies field skills that clouds and rainbows, as it first appears – but this
can be used on the map. The forms technically results in a story that’s both trippy and powerful.
level up separately from Jimmy, but will also grant The only snags are technical in nature, as a result
him permanent stats boosts for his main form, of its development using RPG Maker.
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Undertale
Developer: Toby Fox | Released: 2015 | Platform(s): WIN, PS4, PSV, NSW
642
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Moon: Remix RPG Adventure
Developer: Love-de-Lic/Onion Games | Released: 1997 | Platform(s): PS1, NSW
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Index
.hack (series) 304 Battle of Olympus, The 470
7th Saga, The 349 Bishoujo Senshi Sailor Moon: Another Story 356
Albert Odyssey: Legend of Eldean 366 Black Sigil: Blade of the Exiled 638
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Chaos Rings 416 Death end re;Quest 421
Cosmic Fantasy (series) 332 Digital Devil Story: Megami Tensei II 155
645
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Dragon Quest IX 121 Farland Story (series) 539
646
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Gdleen 348 Hyperdimension Neptunia (series) 419
Guardian Legend, The 468 Keroro RPG: Kishi to Musha to Densetsu no Kaizoku 195
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Ladystalker 482 Lost Dimension 427
Last Bible (series) 175 Lufia II: Rise of the Sinistrals 255
Legend of Heroes: Trails in the Sky, The 98 Magic of Scheherazade, The 323
Legend of Heroes: Trails of Cold Steel, The 102 Magical Starsign 406
Legend of Nayuta: Boundless Trails, The 107 Majin Eiyuuden Wataru Gaiden 472
Lord of the Rings: The Third Age 639 Metal Max (series) 235
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Minelvaton (series) 318 Oninaki 425
Momotarou Densetsu (series) 319 Oranda Tsuma wa Denki Unagi no Yume o Miru ka? 62
Monster Hunter Stories 609 Ore no Shikabane o Koete Yuke (series) 365
Mouryou Senki Madara (series) 313 Paper Mario: The Thousand-Year Door 269
Mystery Dungeon (series) 584 Persona 2: Innocent Sin / Eternal Punishment 169
Ningyo no Rakuin 545 Pier Solar and the Great Architects 637
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Quest 64 367 Screamer, The 58
Recettear: An Item Shop’s Tale 489 Seiya Monogatari: Anearth Fantasy Stories 348
Rent-a-Hero No. 1 477 Shadow Hearts: From the New World 291
Riglas 68 Shanghai 67
Romancing SaGa 3 249 Shin Megami Tensei: Digital Devil Saga 164
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Sol Trigger 414 Sword World (series) 71
Soul Nomad & the World Eaters 527 Tales of Graces 190
Star Ocean: The Second Story 200 Tales of Symphonia (series) 185
Star Ocean: Till the End of Time 201 Tales of the Abyss 188
Super Mario RPG: Legend of the Seven Stars 267 Tokyo Mirage Sessions #FE 167
Super Robot Taisen OG Saga: Endless Frontier 410 Tomato Adventure 271
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Tsugunai: Atonement 375 Xanadu Next 104
Wizard of Oz: Beyond the Yellow Brick Road, The 409 Zwei: The Ilvard Insurrection 106
Xak (series) 48
Xanadu 78
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Prepared exclusively for John Hozen / led2hozen@gmail.com
で、8ビットのマイコンから始まり現在の大ヒット作品の数々を生み出すに至ったジャパニーズロールプレイングゲームの広大な歴史を探
ジャパニーズロールプレイングゲームの世界へようこそ!本書ではドラゴンクエストからファイナルファンタジー、女神転生からポケモンま
の迷宮などの主観視点によるダンジョンRPGを含む、サブジャンルまで幅広く網羅した600以上のゲームレビューを収録しています。
求します。紹介文だけでなく、ファイアーエムブレムなどのシミュレーションRPG、不思議のダンジョンなどのローグライクゲーム、世界樹
Welcome to the world of Japanese Role-Playing Games!
www.bitmapbooks.co.uk