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

For what it's worth, I saw little wrong with WisteriaHysteria's aside about how they were disappointed by PE2 not living up to PE1, and if anything, the one and a half page long derail has been more damaging to the thread than anything they said. If we must have this debate, I would not-so-humbly suggest that a separate meta thread would fare us all better.
 
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Parasite Eve is on my endless list of "PS1 RPGs I need to get to." It is my eternal shame how few RPGs I've played on that system (basically just the FFs, DQ7, and a handful of others). It looks cool.
 
I remembered another fun Squaresoft cross-game synergy that stood out to me at the time: Parasite Eve has you go to a science museum and there's all kinds of mutated prehistoric animals and stuff. Final Fantasy 8 has the Balamb Garden training zone, where you can fight a T-Rex. That was just... really cool to see in those 2 games around the same time! And I mean really, Parasite Eve would fit right in to the Final Fantasy 8 world, wouldn't it?
 
I remembered another fun Squaresoft cross-game synergy that stood out to me at the time: Parasite Eve has you go to a science museum and there's all kinds of mutated prehistoric animals and stuff. Final Fantasy 8 has the Balamb Garden training zone, where you can fight a T-Rex. That was just... really cool to see in those 2 games around the same time! And I mean really, Parasite Eve would fit right in to the Final Fantasy 8 world, wouldn't it?
"Kurse all mitokhondria."
 
Because I'm kinda trash like that I haven't revisited PE since its swords and grime successors Vagrant Story and Dragon Quarter came out. And I can't let my joke about Dragon Quarter having "the more accurate depiction of New York" joke be left unappreciated.

But that dumb joke got me thinking about how Parasite Eve is unintentionally a period piece. I mean, it is definitely also a "period piece" it is set on a particular week in "modern times" but what comments do the developers make on a New York that still has the twin towers. Would we see the shadow of what would be known as the "lost decade" over the proceedings? Etc. Etc.
 
So is another decade of JRPGs still not enough for any of them to surpass Chrono Trigger?
Not for me, anyway! I honestly haven't found anything that hits quite the same way. Expedition 33 pushed up the ranks, though. I expect to see it somewhere on the list, or at least I hope so.
 
Wasn't the original pitch for PE on the very long list of Games That Were Almost Final Fantasy 7?
8, actually, I think?

Anyway, sorry for not paying attention to goings-on in here closely enough to be able to weigh in on the tone. It's the case that these kinds of threads generally are meant as more emphatically a "celebration" in a vein similar to, let's say, the academy awards. I'm sorry that this isn't more explicitly spelled out.

If you have any concerns about how other users are treating yourself/others or are being treated, please feel free to flag a mod. We're here to help keep this a place you want to be.
I never played Parasite Eve, but I support using this thread for trash-talking the games that come up in the list.

No!
 
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Not for me, anyway! I honestly haven't found anything that hits quite the same way. Expedition 33 pushed up the ranks, though. I expect to see it somewhere on the list, or at least I hope so.

I am confident we'll have plenty of E33 talk up thread (I'm guessing somewhere in the high-20s, low 10s, knowing the voters here) but I'll say this now since the subject is breached: I don't think E33 is a better game than Chrono Trigger, though I love it very much. What I think is that the team involved has the capability to make a game better than Chrono Trigger in the future. The Chrono Trigger team is gone and is making no more games. Even if SquareEnix reassembled them for some speculative sequel, they wouldn't really be the same team with the same relationship to the market and hardware as before.

Sandfall Interactive is active, flush with cash and praise, and knows what they're doing. They've got their debut game behind them and a newly minted reputation to uphold. They came out of nowhere to drop a game that is, in my opinion, the freshest take on this old gal of a genre I've played in a very long time. Run this list again in 5 years and the top spot may be in contention in a way I don't think it is this time.
 
I don't wanna keep belaboring the topic too much, but I will also chime in that I've either stopped myself from posting in this thread due to wanting to write something a big too negative, OR I changed what I was going to write about something and tried to think of something positive instead of something negative.
 
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80. Terranigma
Quintet, 1995: SNES. Points: 212 Votes: 5, Previous Rank: 45
Finding the Terranigma ROM in the late 90s felt like a miracle. Here was a secret SNES RPG, in English, a sequel to the beloved Illusion of Gaia, and it was good, better than good, better than great, a system-defining, top of class, profound and spiritual experience with cinematic cutscenes that did things not seen in any other Super Nintendo game. That it was as easily at hand as a download and a launch of ZSNES was beyond incredible.

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We can bemoan that it was never released in the United States and didn’t receive official recognition as one of the greats, but there’s something to its underground status, its reputation as a game for those in the know, that adds to its power.

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Terranigma sees Quintet returning to their favorite themes of cosmic cycles, resurrection, and universal meaning in all forms of life, but here on an ambitious scale that sees the player as a messianic figure who, as an opening act, forms the land, seas, and sky of Earth, then goes on to populate it with life from the smallest seeds up to intelligent humankind. This journey through Genesis is touched with both spiritual significance and secular awe as Earth’s resurrection is presented as both a divine act and an evolutionary process as the planet transitions over millennia from a barren space rock to a globe teeming with life.

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Then something really interesting happens as the game enters its messy second half. The player is drawn down from their role as celestial agent and has to contend with a world full of humans as one of them. The story becomes convoluted, progression less straightforward, and the player’s moral understanding of the cosmology complicated when they learn they are a pawn of the universal destructive force. Why are they the method of resurrection then—literally the Ark that brings life through a barren epoch to repopulate the scourged Earth? As typical of Quintet, something deeper is being invoked than a simple good vs evil conflict. A rebirth is involved, and a sacrifice.

What makes all this highminded philosophical-theological ambition work are the awe-inducing cutscenes that take a tone and approach singular on the SNES. Using prerendered backgrounds and inventive use of the console’s renowned mode 7, they go for a quasi-realistic style that breaks from the traditional sprites and tiles that make up the rest of the game. This endows them with a special elevated quality that adds to the majesty of the event depicted: the advent of rain, the resurrection of Australia, the return of birds.


Terranigma is not a perfect game. It does get quite convoluted in the second half, the magic system’s half-baked, it's lacking something of the purity of Soul Blazer and Secret of Gaia, to say nothing of the battle against Mary Queen of Scots. But it hits on a different register. It is as ambitious, as confident, as impactful as other SNES nonpareils like Final Fantasy 6 or Link to the Past. And all via a free ROM. So in the end, Terranigma becomes a source of gratitude, a position that fits its message quite well.
 
nonpareils
Huh?

Code:
nonpareil - noun
2a: a small flat disk of chocolate covered with white sugar pellets
2b: sugar in small pellets of various colors

1 : an individual of unequaled excellence : paragon

Oh. OK.
 
Well I already wrote a fair bit about Terranigma so I'll just say this: if they fixed Act 3 it would be the best Soul Blazer successor ever. 😛 I also feel like Quintet's writing shines the most when it isn't about specific characters per se, but rather about broader themes, like the eternal struggle of good vs. evil, or the sentience of all beings and species.
 
I need to catch up a bit.

86. Wild Arms 3
Media.Vision, 2002: PS2. Points: 198 Votes: 5​

Wild Arms 3 follows closely in the manner of its predecessors: a TV anime series-Western mashup with a tidy little battle system and puzzle-based dungeon exploration. It distinguishes itself from among siblings, though, by cranking the aesthetics up to 11. After two games of sampling at the cowboy core food trough, Media.Vision said consarn it and went whole hog.

What makes this approach so successful is that Wild Arms 3 owes as much to Trigun as it does to John Ford.
To this day I'm still unclear whether the original Wild ARMs was heavily heavily influenced by Trigun or vice versa, but with the sequels I mean... there's a poster of Vash in 2.
Heal Berries can only be found as treasures or, eventually, grown on your own little plot of land. That's okay though because HP is automatically refilled after battle from a team Vitality pool.

There's a lot of mechanical choices I like in WA3, and this was definitely the weirdest one. They very actively decided to favor storytelling over game balance with the whole gardening system, and it throws things off coming and going. Healing items are such an absurd rarity for such a long stretch of the game, and then become as free as things can get... and at the same time, force carrots, the items that essentially give you both full MP and a full limit break gauge ALSO become essentially free at that point, letting you absolutely break the back... half? Of the game over your knee. The only real flaw the game has is, like every game in the series, it's maybe a bit too long.

Also worth shouting out- Clive is a real outlier in playable RPG characters in that he has a wife and daughter and nothing at all tragic happens with him. You can just stop by this one town forever and have one of your party members spend time with family, read his kid a story and such. That's kinda great. Think that was the same town that also used the system clock to give a random NPC a different message for every single day of the real world year, too.

So let 64 represent both games. It couldn’t exist as the refined version without Ogre Battle’s startling vision of real-time strategy.​

It is REALLY easy to write off 64 as just more of the same thing as the original, but the big changes it makes with having to grind up the little baby soldiers (... not like that, also I don't THINK they're actual child soldiers) and the concept that there are evil towns which would prefer to be liberated by evil units (presumably because a bunch of paladins are gonna burn down all the cool thieves' guilds and night clubs but evil wizards are chill about it) changes the mechanics from a really questionable puzzle where you're kinda forced to try this pacifist minimum level approach to needing the right tool for the right job makes it such a different experience.

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Takahashi instead cites Silver Ghost, a PC-88 bump-em-up where you control a squad of soldiers, as the inspiration that led to Shining Force’s tactical systems.​
Interesting. I think I probably mentioned how much I enjoy both 1 and 2 when 2 came up, but of them I do prefer the original because yeah they both have some wacky characters but the first one is the one with the cool wizard ladies getting promotions where their staves just hover next to them and the even cooler flying octopus inside a pot that is also a wizard just gets to have a completely unfair combination of traits and be a real game breaking weirdo. And the enemy UI remains the absolute weirdest thing ever.

Also since I'm getting the impression it didn't make the list, I know 3 has this mythical status as this amazing rare treasure on the Saturn where you can only play the first third of it at all, if you're so lucky that you can even find one of the hardest games in existence to get a copy of (... way less of a big deal because people are finally making pretty solid Saturn emulators finally), but... Shining Force 3 actually kinda blows. The sprite work is horrendous, the polygonal models for attacks are kinda nothing, and it tried to make a rotating 3D camera work and it just came out incredibly awkward and confusing, and bookshelves no longer contain a funny thing, another funny thing, and many more books.
Etrian Odyssey is such a surprise breakout hit,​

All 3 games from the HD collection leaked into recent-ish Humble Monthlies, so I've been revisiting the whole series... on the original hardware because holy crap trying to manage the map is just absolutely terrible without an actual (3)DS, and I'm not a fan of how the art looks up-scaled.

Granted I'm also not a fan of how the art looks in general. Spoilered for dark subject matter. I seem to recall a few instances where things on this forum/Parish's site got pretty heated over the fact that like... so far as I am aware the character artist does not draw child porn when not working on games, but sure does have an art style that simultaneously feels very "I do a lot of porn" and "I draw a lot of kids" and there's just this big ol' sword of Damocles hanging over the whole series as a result where it feels almost inevitable we are eventually going to learn something that makes us want to throw them all away. But on the other hand, damn do I know a lot of perfectly fine artists dealing with all kinds of awfulness because weirdos on the internet will constantly run witch hunts on perfectly moral artists and baselessly accuse them of all kinds of vile things just because the artist is gay/trans/a furry/takes commissions shipping different characters than they like/whatever. And I certainly don't want to be part of THAT problem if we're really just talking about someone who likes drawing pirate ladies with big boobs and small shirts some days and little red riding hoods other days. But then also it's still weird when they're side by side on the portrait select screen though.

All that being said, damn the class design and skill synergies are so good, and that first game in particular had such a neat late game reveal to it.

Praise the short JRPG! The lengthy adventure is an admirable thing, but there’s something to be said for a JRPG that gets in, gets out, all killer no filler. Parasite Eve might be the poster child for the 10 hour whiz-bang experience.​

I love every 12ish hour horror RPG. Parasite Eve, Koudelka, Sweet Home, Breath of Fire: Dragon Quarter. I hope I remembered to vote for all of them.

But yeah, amazing soundtrack. Probably the best effort from Square to do the action/RPG thing until... FF14? Spinning around that map is just neat. Cool shots in cars.

Shame about that walking/running speed though. Could have been a 6 hour game. Also a shame about using a tool to move x24 attacks off that uzi onto your good gun without realizing that for some damn reason it then divides the damage of every shot by 24 so you're just wasting ammo and animation locking yourself what the hell who here didn't ruin a save with that?
 
Ark losing his ability to communicate with plant and wildlife as he facilitates the propagation of humankind and the industrialization that comes with them is one of those perfect narrative moments in the medium that's as or more heartrending than any major character death in these kinds of stories.
 
Ark losing his ability to communicate with plant and wildlife as he facilitates the propagation of humankind and the industrialization that comes with them is one of those perfect narrative moments in the medium that's as or more heartrending than any major character death in these kinds of stories.
Peklo, I was coming to say this! I'm so happy that someone else picked up on the quiet tragedy of that detail, I love that
you can still talk to them, but their lines that once were so full of personality and character are reduced to unintelligible animal noises

It's so good. Terranigma is my holy grail of a game that will never, ever be re-released, or well, released I guess.
 
Granted I'm also not a fan of how the art looks in general. Spoilered for dark subject matter. I seem to recall a few instances where things on this forum/Parish's site got pretty heated over the fact that like... so far as I am aware the character artist does not draw child porn when not working on games, but sure does have an art style that simultaneously feels very "I do a lot of porn" and "I draw a lot of kids" and there's just this big ol' sword of Damocles hanging over the whole series as a result where it feels almost inevitable we are eventually going to learn something that makes us want to throw them all away. But on the other hand, damn do I know a lot of perfectly fine artists dealing with all kinds of awfulness because weirdos on the internet will constantly run witch hunts on perfectly moral artists and baselessly accuse them of all kinds of vile things just because the artist is gay/trans/a furry/takes commissions shipping different characters than they like/whatever. And I certainly don't want to be part of THAT problem if we're really just talking about someone who likes drawing pirate ladies with big boobs and small shirts some days and little red riding hoods other days. But then also it's still weird when they're side by side on the portrait select screen though.

If you want confirmation for your suspicions (same content warning as above): Yuji Himukai, the series character designer and primary artist, has published pornographic independent works involving children before, during and after Etrian Odyssey's run as a series. The pipeline from self-published erotic comics into professional work where those sensibilities are still on full display regardless of the ostensible general audience format is a really common one in the industry, so people can and frequently do easily eyeball what is probably going on in the guy's art and how he presents characters. The thing no one likes hearing is that Himukai is capable of and has done far worse things. Personally, I learned of it a long time ago when wanting to know more about a series I enjoyed and the creatives involved with it, so I've made regular reference to it if relevant, but I suppose not everyone has been exposed to such distressing knowledge.
 
Solution: mod Etrian Odyssey to use the art of another dungeon crawler. :P Lands of Lore 1 had pretty good art iirc, and the second and the third Eye of the Beholder games didn't look so bad either. But meh, not that big on dungeon crawlers myself.
 
Solution: mod Etrian Odyssey to use the art of another dungeon crawler. :P Lands of Lore 1 had pretty good art iirc, and the second and the third Eye of the Beholder games didn't look so bad either. But meh, not that big on dungeon crawlers myself.
Does that exist? I would love a version of EO with different character portraits.
 
Terranigma is an amazing game minus the Bloody Mary fight. It's not bad, per se, but it's definitely a roadblock though I've heard since that I was doing it wrong so we'll see on a next replay.

The aesthetics and story and moment to moment gameplay, though? Chef's kiss.
 
I tend to lose steam, when I get to the part with civilized humans, being more a part of the world. I can't put my finger on it. That part is perfectly fine, but I really like what comes before. Simply that you can talk with plants and animals, bringing life back to the world, feels so special. That you are really outside of everything, only helping that lion cub make it through the test (I think, it's been a bit). Of course, the start is amazing. Beginning in a standard jrpg town, only to go outside, where there is nothing but rock and lava. And I like the simplicity of the towers.

The artstyle is, of course, great.

For some reason, this is the game that always reminds me, how I used to copy a walkthrough from gamefaqs into a word document, saving it. Because with a modem, every connection was costly, and took time. So I did that, and would delete the parts for things I had already done. I used walkthroughs for everything, back then.

Anyway, I will certainly give it another try, and likely will stop again somewhere in the second half.
 
I used to print out walkthroughs to make them easier to reference. Then games got more and more side content that had to be documented which meant the cost in ink and paper became prohibitive. I think Wind Waker was the abject lesson there.
 
Terranigma was my #5. Utterly fantastic game - I even enjoyed the Starstone hunt at the end. I've probably mentioned this before, but I beat this no less than three times back in the day - once in SNES9x 0.24 while toggling layers because no transparencies, again in ZSNES which had them, then a third time when I imported a copy from Australia and modded my SNES to play it. I replayed it a few years ago and it still holds up, too.

I do think the magic system is pretty half-baked, as mentioned, but the core combat feels so good I can forgive a lot. And the story and atmosphere are truly top-tier. That this game hasn't seen any rerelease anywhere is a travesty.
 
On the topic of previous list entry Wild ARMs 3, a friend put together a website to commemorate one of its more memorable characters and features: presenting Today's Armengard.
 
The only thing I have to say about Terranigma is it’s a dang shame I’ve never played it. And who knows if I ever will, seeing as I hardly ever get around to messing with emulators and Square never puts anything they own on SNESflix. I suppose if I could somehow find a cartridge it would probably play on my AnalogueNT, but without checking I assume the state of the retro game market makes that a laughable proposition.
 
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79. Tactics Ogre
Quest, 1995: SNES. Points: 213 Votes: 6​

After stepping away to design Gameboy tower-defense flower-growing simulator "Philip & Marlowe in Bloomland," Matsuno returned to the strategy role playing genre with the seminal Tactics Ogre. It’s as fresh a take on the form as Ogre Battle was itself, but instead of expressing the nuances of fantasy war via the maximalist approach of issuing marching orders to autonomous squads of soldiers, Tactics drills into the minutia of small-scale skirmish. The big innovation—and what sets the game apart from the Fire Emblems and Shining Forces of its era—is the isometric perspective. By rendering its battlefields with a consideration to verticality, it allowed the player to inhabit a diorama or tableau vivant of historical battles in a fantasy context. I remember the first screenshot I saw of the game and how I marveled at the idea of a strategy game where archers could perch on rooftops to cover a main thoroughfare or soldiers avoid attacks by ducking behind a building.

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For all that, Tactics Ogre is kind of a messy game. Certainly its ambition speaks much for it, and as SNES title it’s stunning in terms of depth of play and solemnity of presentation—it truly does feel like a fifth generation game on a fourth gen console. But for all its complicated systems and battle minutia it does feel somewhat slight and narrow when compared to the host of games it inspired.

However, that's just the beginning of the story. Tactics Ogre is in the strange position of being remade twice over now, with largely the same story and presentation (though the first added a significant amount of new scenarios and more than doubled the amount of text), but with mechanics so radically revised that the three iterations can hardly be in comparison. The PSP version rebalanced all the numbers, added gigantic new skill, crafting, and unit building mechanics, and made the interesting choice to eschew character levels in favor of a class-based system where all units in a class contribute to a shared exp track. Then, the recent Reborn HD remake rebalanced everything again, streamlining and refining the PSP additions, reinstituting individual unit levels, while introducing significant gear and buff card systems that completely transform the game.

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It’s hard to classify any of these versions as the definitive. All of them have their individual appeal, nuances, and gameplay considerations. In a way—despite its grandfatherly and pioneering status—Tactics Ogre almost feels like a living game, one that’s still germinating and trying to find the best version of itself. None of these releases are incomplete or unrefined; rather, they are distinct, viable variations on the same core idea. It may be that interest in this particular game will continue and we’ll see yet further iterations of this most illustrious clinging together.
 
Man, this is one big hole in my personal experience that I really should see about remedying. I've never played any version of Tactics Ogre (although, amusingly, I have played the GBA TO: Knight of Lodis to completion), despite being a fan of both SRPGs and Matsuno's other work. And it's really stressful and intimidating to think about starting now, knowing that there are several different versions of the game with competing considerations and each of which I could find recommendations for if I went looking. Still, I really should short-list this one; everything I've heard leads me to believe that I'd love it.
 
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Huh, this is perfect timing for this entry. I actually just bought the latest remake on PS5. We'll see if I can somehow find it in me to finish an isometric strategy game one of these days.
 
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