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I had a good feeling! Celebrating 40 Years and 108 JRPGs of Destiny

Lokii

(He/Him)
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~

The votes are tabulated, the rankings sorted, the mana sword pulled forth, magitek march across snowfields, and Mario knows about Timed Hits. All the pieces are in place for our 40th anniversary celebration of the JRPG!

In addition to counting down our favorite 108 games in this most storied of genres, I hope you won’t mind if I wax philosophic from time to time. You see, I’m fascinated by this genre, and the question 'what is a JRPG?' deserves better than the taxonomic arguments it usually gets. It is a question of some importance. There’s more being asked here than by which label these games should be categorized when organizing the shelf.

As story-objects, JRPGs operate in fundamentally different ways than other media such as novels, films, or live performance. By examining how they work as we would these other media, and especially in the ways they convey story through novel techniques, we find something magnificent: a language for conveying story in the same way that ordering words conveys story in print, cutting between framed shots conveys story in film, or pantomime and speech conveys story in performance. That is to say, the language of JRPGs is a craft, convention, and art unique unto itself; and worthy of study on those terms.

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Story is at the core of JRPG identity. When a developer sets forth to create one they must satisfy two requirements simultaneously: to produce an interactive game experience and to tell a story. With other genres like puzzle, fighting, or platformer only the first goal must be met. There is no imperative to tell a story, though much of the time developers in those genres choose to do so. However, you can strip the story out and the game will still largely operate undamaged. But to take the story out of a JRPG would make it no longer a JRPG and there’s a question if the game could even operate in a sensical way without narrative structure.

Here I need to make an important distinction between ‘story’ and ‘premise.’ Games have always offered premises—narrative justification for why a mustachioed man hops and bops across 32 stages or why diversely skilled martial artists square off in 1v1 matches. But premises exist tertiary to gameplay, invoked through visual design or backstory then set aside. When I speak of ‘story,’ I’m referring to games that depict a full narrative, one that develops through dramatic action from beginning to end, both contiguous with and often via the interactive elements.

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Most games tell stories now. Not only do classic genres like platformers and fighters incorporate narrative far further than what could be considered premise, but entire story-focused genres have emerged as technology developed. Yet JRPGs do it with a set of unique conventions distinct from even primarily story-focused genres, which oftentimes tell their tales via techniques borrowed from other mediums like prose or film; or indeed with techniques developed in JRPGs first.

To understand JRPGs' distinctiveness we have to look back at the early days of gaming. When programmers first explored interactive narrative, only a few genres even attempted anything resembling story: parser-based text adventures (which would later evolve into the graphic adventure genre), some flavors of simulation game, and RPGs. RPGs were naturally inclined to be story-games because so much of their structure, format, and mechanics were taken from tabletop roleplaying. Not only are D&D mechanics like statblocks, experience levels, and quest-structures naturally story-potent, but tabletop roleplaying in general implies a degree of interaction that’s more akin to imaginative storytelling than limited mechanical operation. A tabletop hero might attempt anything whereas, for example, a platformer character is constrained to a limited verb set. Mario can only and is expected to only run, jump, crouch, and spit. To accommodate the implied possibility-space of a RPG hero’s potential verbs developers built systems suggesting narrative experience rather than pure mechanical navigation.

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The trend of tabletop-style roleplaying in RPGs would grow into a fruitful and worthy genre of its own, the ‘Computer’ or ‘Western’ RPG; and the trademark of Western RPGs became accommodating player choice and agency, evoking the improvisational possibility of tabletop sessions. But when Yuji Hori and company translated the computer RPG to console with Dragon Quest, they didn't just simplify and refine RPG techniques for a console interface. They proposed something new: a template for interactive storytelling that was constrained enough to be reproducible yet open enough to generate infinite variation.

Dragon Quest established techniques where gameplay itself generates narrative meaning. Limited on-screen representation invites players to imagine a fuller story-space. Mechanical actions become performances of an authored role rather than expressions of player agency. Predetermined narrative materializes only through inhabiting a character whose story is fixed but whose journey you make real.

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Over the past forty years, this template—which we call the JRPG—has inspired thousands of such stories. These stories in turn have entertained and delighted many more millions of fans. They touch our emotions, engender our affection, and inspire our imaginations. And here’s the truly miraculous thing: every single one of them is different. Even superficially similar JRPGs evidence unique approaches, singular answers to the design question Dragon Quest posed. Each JRPG answers the question: how do you tell a story through this specific form? Each JRPG’s answer is different.

Here are your one hundred and eight favorite of them.
 
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100. Final Fantasy VII Remake
Square Product Development Division 1, 2021: PS4. Points: 165 Votes: 5

I wasn’t just skeptical, I was adamant it shouldn’t be done. To take the JRPG, the Citizen Kaneian classic, the game that opened the West and set the standard, and mangle it in the AAA grinder—all graphics and spectacle, fast action with no heart, no ambition beyond guaranteed profits—seemed the height of corporate hubris and a good way to ruin a legacy.

I couldn't be happier to have been wrong.

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Remake both embodies modern design trends and deftly sidesteps their pitfalls. It feels like a game that shouldn't exist: a heartfelt, confident realization of what the dream of a modern FFVII remake could be.

It makes all the right decisions. Splitting the original into parts and focusing solely on Midgar enlarges every moment and creates space for experiential nuance. Combat merges real-time character action and menu based strategy with seamless elegance. The game is secretly a sequel, despite its title, and exploits the players’ familiarity of the original to generate drama and surprise. It effortlessly navigates between somber emotion and over-the-top spectacle—motorcycle duels and Hell Houses included.

Remake is a game you inhabit. It’s as if you could open up FF7 and step into it, experiencing life in Midgar at ground level. You smell the dust, look up at the rafters of that &^#$# pizza overhead, and cherish the stray sunbeam that managed to break through.

It bridges the gap. It works as a showcase for what modern technological horsepower can achieve while also reaching back across the decades to converse with its progenitor in ways that are respectful, authentic, transformative, and meaningful, and as such is a perfect opener for our top 100.

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This is the way!

I’ve been looking forward to this thread, and it’s off to a good start. Haven’t played this game though so no comment on it.
 
The lowest game has already 165 points? That's a lot.
Haven't played this yet, but I'm looking forward to, whenever I get to it.
 
I didn't play this when it came out, even though I was really excited about it, because I didn't have a PS(4?) and I didn't want one. Everyone seemed really keen on it, and I was jealous! It sounds like it is in conversation with the original game in some really interesting ways! There's apparently some big spoiler that people have obligingly talked around for years for me that I think I've kind of managed to unfortunately gleam the general tenor of anyway.

Anyway, a year later, when it finally came to PC, it was only available on Epic, and I refuse to install another storefront, so I was jealous all over again! It still seemed neat, and now a bunch of new players were playing it and getting excited all over again!

When it finally came to Steam, yet another year later, it was old news, and by that point, I decided I'd rather just wait until the whole RE-trilogy was available to play them all.

But now it sounds like the second one is a game I might not care for, so maybe I'll never play this?

Midgar is a land of contrasts.
 
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I loved the setting and attention to detail in FF7R, even if I didn't care much for the game's pacing.
 
I ultimately decided not to participate in the voting but this one would have been fairly high on my list. That it lands at 100 is kinda eye-opening.

Also, FF7 Remake is a better game than FF7 Rebirth. I will die on this hill, impaled by Buster Sword.
 
I was picky about FF7 Remake and found it thoroughly...OK. I liked it when it was remaking FF7 and disdained most of the new stuff, not because it was new but because it just...wasn't as good. The Shinra Tower prison escape segment in particular is one of the most memorable moments of FF7 and it gets butchered in Remake. Also, I never quite got a grasp on the battle system - I kept wanting it to be more actiony than it was (thinking dodge rolls and stuff) or more RPGy instead of the middle ground we got. I liked it in the end, but not as much as many others.
 
Oops, forgot to submit my list. Oh well! Can't complain about the results, but this would have been much higher on my list haha.

I think if I'm trying to detach myself from my emotions and try to evaluate as objectively as possible, FF7: Remake is like an 8/10? But playing it when it first came out, the experience was a 12/10. It came out at the height of the Covid-19 Pandemic, so wrapping myself up in this game for a week straight was like a shining beacon of warmth and joy in an otherwise horrifying and terrible time, so it's hard to be fully objective about this. And that's before you get to the point that this is an incredibly loving remake of something that I'm filled with nostalgia for from my formative years.

But I will die on the hill of this game and what it does. The total package is one of immense polish, an attention to detail that is obsessive and fanatical, and one that is clearly made by people who care just as deeply about FF7 as the rest of us fans. Every experience in the game feels like you're having a friendly conversation with the devs about even the most minute facets of the original. I've had a weird relationship with the original game, going back and forth from loving, to hating, and setting on mostly an intellectual respect for it. This game made me fall in love with Final Fantasy VII all over again, and actually gave me a better appreciation for a lot of what the original game did that was either lost in translation, or that I didn't appreciate fully as a preteen when playing it.

I think this game is an easy recommendation for me, for anyone sitting on the fence. It's not perfect and isn't going to be for everyone what it was for me. But I think most people will pick it up and genuinely have a good time with it, especially if you're a median-age Talking-Timer who enjoyed the original.

When it finally came to Steam, yet another year later, it was old news, and by that point, I decided I'd rather just wait until the whole RE-trilogy was to play them all.
I've seen this sentiment around the internet a lot, and I think it's an immensely bad idea. Remake is a full game, and Rebirth is at least twice as long. The vast majority of people will be hit with burnout if they attempt this and they'd only be doing themselves a disservice.

The best advice I can give players of Remake, and especially its sequel Rebirth, is to be aware of how you're feeling, and play the game at the pace that gives you the best entertainment. There's a lot of side stuff in both games that is completely voluntary and skippable. I've read a lot of complaints about it like it's an imposition, but the only person doing any imposing on yourself is yourself in this scenario. I think both games are actually better first-play experiences by doing as little of the side stuff as possible and just mainlining the core story, because that's what's the most engaging. I love most of the side stuff, but even I start getting impatient in these games because even if I'm having fun with whatever side quest or minigame, I just really want to see what's next in the story first and foremost. That said, I still love most of the side stuff in general. FF7's world is engrossing and fascinating, and I relished almost every moment I got to dig a little deeper and explore how lived-in Gaia is.

I never quite got a grasp on the battle system - I kept wanting it to be more actiony than it was (thinking dodge rolls and stuff) or more RPGy instead of the middle ground we got.
I think this is genuinely one of the biggest shortcomings of Remake, but not necessarily for the reasons you're citing. Especially after playing Rebirth, the combat system in Remake kinda feels like a beta test at best. But despite that, I feel like the combat system is pretty robust and nails both the action side and tactical side of being an RPG. The problem for me, comes down to the fact that during a normal first playthrough, you just don't actually get enough time/reps with the battle system to properly wrap your head around it. Most players will probably feel like they're just beginning to finally get a hold of it just as the game ends. Not because the combat system is particularly obtuse, but just because there actually isn't all that many combat opportunities in general. It also doesn't help that a lot of the more actiony aspects of the combat system, like parrying, are locked behind optional materia. The improvements Rebirth made are so huge that they retroactively make Remake's battle system feel inadequate, but I still remember and cherish that feeling I had when playing Remake the first time and feeling like wow, they *finally* nailed the combat system that games like FF15 attempted but largely failed at achieving the feeling that Remake nailed.
 
Starting a top-100 list with an FFVII is a real power move on the part of how our math worked out! Nicely done.

Anyway this game looks real interesting and I hope I manage to make time to actually play it someday.
 
I intended, with my 50 slot, to make the bold decision to add FF7 Remake and not ff7 original. Upon reflection, i did include ff7 original in my list as well, so not being adventurous, but even so I am enamored with the attempts they made to refresh and still adhere to a game that exists so deeply within cultural memory even a newcomer to the series is drawing on nostalgia. It variates on that in a way that is still true to the original scope, making narrative form for the deviations, still touching on the themes the original was somewhat novel with, and to unnecessarily avoid spoilers i'll suggest it by it's second most notable touchstone being a flashback that carries most of the weight in defining the relationship between primary protagonist and antagonist. It also carried a promise of further deconstruction of a reconstructed story of constructed memory, though one that i think fizzles some in the followup, but was nonetheless enigmatic.

The game is a delight too. Midgar is lovingly recreated in new form, and navigating the extra time with Final Fantasy: Like A Dragon use of sidequests makes it a juicy world without overdeveloping a tight world. I really like playing around with the combat, even in admission of its in-between of action and turn based. The series never knows how active to be anyway, although this aspect is really much improved in the sequel. Each character becomes more distinctive in their individual actions, which is welcome in a game where abilities and classes are mutable by the way of materia.
 
Another interesting thing about FF7 Remake is talking to people, mostly young folks, who have no engagement or little engagement with the original but who completed Remake. The narrative particulars of Remake are just taken in stride because they do not have 20+ years of nostalgia to chew on. Some of the significance of certain events are not lost on them but those events are taken entirely within Remake's context because these folks have no reference to fall back to. That can lead to some though-provoking chit-chat, like how essential something really is, that if I don't know what I don't know, am I actually missing something or do I simply have another viewpoint.
 
That can lead to some though-provoking chit-chat, like how essential something really is, that if I don't know what I don't know, am I actually missing something or do I simply have another viewpoint.
This is why I've maintained for a while now, that a lot of internet arguments discussing where to start a long running series (books, movies, tv shows, games, etc) is not just useless but actually counterproductive and alienating. Telling somebody they have to read/watch/play X, Y, and Z before they begin the thing they're actually curious about will more often than not just make someone completely disengage rather than anything else. When I hear those kinds of recommendations I basically just hear, "You have to do X number of hours of homework before you get to have fun." Nobody wants to hear that. It's better that people just start wherever and find some enjoyment, then to be discouraged, never start, and never have fun at all.
 
I have trouble imagining playing Remake/Rebirth outside of the context of familiarity with OG FF7. To me, it's like watching the Star Wars Prequels without knowing about Darth Vader. Like, you CAN, the narrative is there, but you miss so much of the intended tone and meaning.
 
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remake is pretty good. i didn't vote for it. i'd been pretty impressed, playing it right after ff7, and immediately completing it again on hard. i did play some other newer rpgs later in the year and kinda realized that they were all pretty similar because that's how they made AAA games in the late 10s. and so, one of those games definitely surpassed it in my mind...7r is better in most comparisons but it didn't hit me quite as personally. it's just fun. i'm glad it's fun. i played through intergrade's yuffie chapter about a year ago. maybe sometime i'll get to rebirth
 
This is my #6 JRPG.

I've played a lot of FF games. FF7 is for sure my favorite cast of characters. It was a treat to discover the FF7 cast again in a stellar remake.

The character design was solid in the original release and I think it sings in FF7 Remake.
 
I have trouble imagining playing Remake/Rebirth outside of the context of familiarity with OG FF7. To me, it's like watching the Star Wars Prequels without knowing about Darth Vader. Like, you CAN, the narrative is there, but you miss so much of the intended tone and meaning.
See though, that’s the great thing about media. If you missed something the first time, you can go back later and get the full context if you really liked it.

Literally millions of kids who grew up with the Star Wars Prequels did exactly that. They still had a great time, still fell in love with Star Wars, and probably had even more fun when subsequent rewatches unveiled new secrets to them.

I’ve literally watched popular streamers with no knowledge of FF7 play Remake first, enjoy the game but be confused about some stuff, then go back to the OG, and fall in love it the original, which then deepens their appreciation for Remake after the fact. And then because of that new love for Remake and FF7, went on to go play the rest of the FF franchise. And they probably would have never done all of that if they didn’t start with Remake.

There is no rational argument to say this is a wrong or inferior way to experience something. And it’s in fact what a lot of us used to do with movies and tv back before video on demand, movie rentals, etc. We watched shit out of order, but still pieced together stuff from context and still had a blast.

The best entry point to a work isn’t what’s theoretically ideal, it’s simply what gets you started to begin with.
 
Oh wow, I missed this thread on Tuesday, what the heck. A very interesting game right out of the gate! I didn't vote for it or Rebirth either even though I really enjoyed them both (far more than I thought I would). Remake in particular did what the original FF7 struggled with for me - I deeply cared for the characters in it, far more than any other VII-based game (with the exception of Zack in Crisis Core, which did make my list because I'm a weirdo lol).

Excited to see where this thread goes!
 
When the demo for FFVII Remake first dropped, I played it and kinda bounced off of it. The presentation and the greatly expanded characterization, which could be seen even in the first chapter that the demo consisted of, were great, but I just wasn't feeling the combat at all. I bought Square's other mid-90s RPG remake of summer 2020, Trials of Mana, loved it, and didn't think about FFVII Remake much for a year or so.

Then it came to PS Plus, which I was subscribed to at the time, so I figured I might as well give it another shot. And I'm so glad I did! For whatever reason, the battle system really clicked the second time around, and became one of my favorites in the genre, the best iteration of the ATB system I've ever experienced. And everything else lived up to the demo's promise: it's a beautiful game with an excellent, varied soundtrack and really smart storytelling that builds on the original in such a way that even having played it many times, I didn't know what to expect at the end. And they made Aerith cool again! She was my favorite character in the original game, but I thought she was pretty lame in Kingdom Hearts and the whole FFVII extended universe, so when I got to her introduction in Remake, I was bracing myself for Boring Aerith, but got Fun Troublemaker Aerith, to my great delight.

I considered putting Remake on my list, but ultimately decided I didn't want to devote more than one slot to FFVII and couldn't justify not using that slot for the original. How I ultimately feel about Remake, and Rebirth, will depend partly on whether they manage to stick the landing in the third game, too. Still, I'm happy to see it here now.
 
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99. Lost Odyssey
Mistwalker, 2007: Xbox 360. Points: 167 Votes: 4​

Lost Odyssey is a lost game. Stranded on the 360 with no remaster, each year it falls further into obscurity. As a game about the inevitable pain of loss, that fits. An existential malaise permeates it, echoed by its position as Sakaguchi's first attempt to make a Final Fantasy divorced from Square.

In many ways it is a lost Final Fantasy, continuing that series' traditions and design ethos but without access to its trademark icons. The result has a knock-off quality, a sense of playing catch-up that even the game's progressive interest in somber, nuanced character work can't escape.

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But where it works it works in ways that set it apart from other JRPGs, even now. Especially in the way it expresses the traumatic pain of existence as a thousand-year-old immortal via both the Thousand Years of Dreams vignettes and the surprising relationships between many of the party members.

In a dimension next door, this game is titled Final Fantasy. There it's either a series landmark celebrated for boldly attempting character nuance through novel means, or a black sheep fiercely defended by those impressed by the ambition of its premise, the boldness of its presentation, and the tender melancholy of its attitude. More likely it doesn’t exist at all. Without the rawness of Sakgaguchi’s outside attempt to recreate the Final Fantasy experience a foundational piece of Lost Odyssey’s character would be, well… lost.

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I started this a few years ago and then the shoulder buttons on my controller stopped working and I haven't really gone back to it
 
The load times were so long but the game seemed so neat is what I remember of it. I didn't get very far, I would really like a remaster of it...
 
i'm not sure I finished lost odyssey (i recall towards the end of the game a timed mission where you had to hold off invading ships that put me off for a while, though i also have memories of the final boss, who knows), but I was starved for a new rpg when it came out, and i did enjoy it. The better of the stories were generally in memories, from what I can recall, which is probably not the opinion I'd have now (how many degrees of separation do you need from baby shoes for sale until a story has enough form to justify its emotion?), but I presume the game isn't actually lacking heart and perspective. Enough still holds in my memory that I think it probably is good. I can vaguely recall the mechanics being a little funky too. Somewhere where the immortal party members could learn any skill from the mortal ones, so beyond a certain point it didn't make much sense to even have mortal party members in battle. That part is fuzzy to me, as with some other choices it made to divorce itself from final fantasy traditions (there was a shadow mage archetype, one of the twins). Didn't vote for it, but maybe I would return to it.
 
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