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

I voted for Tactics Ogre, having played the PSP port for like 130 hours most of which I loved. I didn’t have that good a time with Ogre Battle (looking for my posts about Tactics Ogre I found a thread I’d started on the old forum called “I’m confused: talking about Ogre Battle”), but I really enjoyed this one. It’s got a much more interesting plot than most games and has the great idea to make the law route the more morally dubious one, I love the aesthetic, it’s complicated all over but not overwhelmingly so, and the PSP version at least is set up to let you try different things without too much hassle. The class system maybe doesn’t entirely come off - I had some struggles to get newly unlocked classes up to the point of usefulness in the late game, but it’s still a wonderful game.

I remember hearing of Final Fantast Tactics as this sort of mysterious missing game (here in the PAL territories) that’s actually better than the contemporaneous FFVII and has this complicated morally ambiguous plot and levelling system. To then hear that in fact FFT is the watered down version of an earlier even more complicated and ambiguous game, wow! Just the idea of Tactics Ogre is great, whether any of that stuff about which is the better game is true or not.
 
I love the original Tactics Ogre to bits. While the "game" part of it is quite messy and a bit too harsh these days, albeit still in a way I like, with the high lethality, permadeath, and class changes being tied heavily to stat progression, the story is nothing short of incredible. Matsuno is a bold and sharp writer, and his coverage of the complicated and bloody political intrigues of Valeria, and its interweaving with Denim's personal struggles, is so masterfully done one can scarcely believe it's a video game story!

It's only unfortunate that we never got another one of these; Final Fantasy Tactics has a lot of the same ingredients but uses them to cook a very different dish, Tactics Ogre: Knight of Lodis is a fine prequel with an amazing if sadly underutilized premise, but the lack of Matsuno is sorely felt. There is a game that does manage to recapture the spark, even if it's incomplete, and flawed in its own ways. A game about two empires constantly locked in mutual racial hatred and senseless imperialism. A game about how the big games played by these empires causes untold suffering to the peoples stuck between them. A game that stood very close to greatness...


 
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Tactics Ogre is one of my favorite games of all time. My first experience with it was the kind of dodgy PS release, which I tracked down as a teenager to get my tactical RPG fix after playing FFT for the first time (another favorite of mine). I actually played it after The Knight of Lodis... which is not really up to the same standard, unfortunately.

The sentiment that there is no definitive version is pretty spot-on, I think. The original is probably the least digestible in 2026, but even it has merits over the two remakes. I think Reborn is probably the version I would recommend for newcomers, especially those who want to experience the story. PSP is paradoxically the version I have put the most time into but also my least favorite.

Anyway, here's some fan art I did a few years ago:

 
I got Tactics Ogre (PSX) for $5 used at a Blockbuster. I'm not sure why they were selling it to begin with, let alone for that price, but I wasn't about to question it.
 
I own Tactics Ogre multiple times over but never really managed to dig into it very far. Not out of lack of interest or incompatibility with my tastes. Just one of those things where we're all adults now with no time in our lives anymore 😔
 
I got Tactics Ogre (PSX) for $5 used at a Blockbuster. I'm not sure why they were selling it to begin with, let alone for that price, but I wasn't about to question it.
Ha, that's around the price I got it for, too, although it wasn't officially on sale when I managed to snag it. I was the guy that would often ask if they were willing to sell games, and a lot of the time, they would let them go if they weren't rented much. It was extremely rare for me to actually rent a game from any video store past around 1992-93. (I mentioned it earlier, but they only let it go because I was having to return Parasite Eve.)
 
My first experience with it was the kind of dodgy PS release, which I tracked down as a teenager...

I don't think the PS1 port is dodgy at all, aside from the annoying load times. I mean, what other options are there to play it in English? The SNES version can be patched with a fan translation, but said patch makes it extremely buggy. The Saturn version can also be similarly patched, but afaik Saturn emulation is still very sketchy, and who knows how buggy that patch is. Anyhow, from what I've seen, all three versions are 99% the same game, just with some aesthetic differences in things like music, fonts and perhaps some special effects.
 
The PS1 version has performance issues, like a lot of SNES-to-PS ports of the era. Constant micro stuttering during battle is the most notable. The localization also leaves a lot to be desired, and the soundtrack sounds kind of iffy IMO.

It may be the most solid way to play the original in English, but it's still not a great port.

Didn't stop me from playing the hell out of it though. FWIW, I also suffered through the PS version of Chrono Trigger back in the day...
 
The PS1 version has performance issues, like a lot of SNES-to-PS ports of the era. Constant micro stuttering during battle is the most notable. The localization also leaves a lot to be desired, and the soundtrack sounds kind of iffy IMO.

I never experienced the stuttering, and I like how the PS1 tracks sound, but I'll give that the localization wasn't exactly the best (though that's not exactly a PS1 problem per se). Otoh, I also feel like the PSP/Reborn scripts overcorrected for the PS1 script's roughness by making everyone speak like either a foppish Middle Ages noble or a terrible parody of a highwayman, neither of which fit the characters very well. Nor did I like most of the additions to the script, they fit the story quite poorly. Really wish there was a fan translation that "straddled the line", so to speak.

Not really sure why it doesn't exist, perhaps the script is too long to reasonably expect a fan to tackle without any monetary compensation?
 
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78. NieR Automata
Platinum, 2017: PS4/PC. Points: 214 Votes: 4​

Mea culpa I haven't played Automata and someday I'd like to. I don't want to look anything up for fear of spoilers. If it's anything like NieR 1, I expect it to be quietly profound, seriously goofy, bursting with creativity, and primed with shocking end game revelations that changes one's whole understanding and necessitates several additional playthroughs, the last having a soul-rendering decision at the very end. My only wish is that it includes some of that good good jank as well.

So please, like a sexy android who has to recover a ruined Earth for the lazy humans in space, do my job for me and share what makes this game cool and what it means to you. Just... be careful around spoilers.

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Is this the one where you can do drifting while riding a hog or am I thinking of the first NieR?
 
This is another one on my long list of games that I remember thinking I would probably enjoy but never actually got to…
 
I played Nier Original and got at least 2 endings, but I still have yet to make meaningful progress in Automata (I think I played through 2 or 3 segments?). It is definitely a weird psychological thing where I feel like OG Nier is more interesting to play because of how janky it can get. Automata meanwhile is a Competent Action Game made by Platinum and I already love DMC/Bayonetta-style games, so it really should've been a slam dunk for me to play it. And yet the brain goblins are capricious little buggers...
 
This has been hovering near the top of my to-play list for years, including an abortive attempt to play it on PC before it started crashing. I've rebought it on PS5, I just need to get around to it. One of these days!
 
I played Nier Original and got at least 2 endings, but I still have yet to make meaningful progress in Automata (I think I played through 2 or 3 segments?). It is definitely a weird psychological thing where I feel like OG Nier is more interesting to play because of how janky it can get. Automata meanwhile is a Competent Action Game made by Platinum and I already love DMC/Bayonetta-style games, so it really should've been a slam dunk for me to play it. And yet the brain goblins are capricious little buggers...
oh, i massively agree with this, and i was so annoyed by one of the late bosses on the A route (that bouncing orb) that i set the game to easy automatic after i died to it and i definitely wouldn't have finished the game otherwise. i really don't think that character action games should have 40-hour playthroughs (even if the mechanics from later routes break it up a bit better) and that letting the mechanics develop by having the player replay the game repeatedly and step up to gradually higher difficulties and better performance is a much more enjoyable system.

i didn't vote for this game because i ultimately have a very mixed opinion of it, but i do think it has some very strong points. there is a bad ending in this game which is the most unpleasant and visceral experience of death i've ever seen conveyed in a game and i think it's absolutely incredible. i also still think it's profound that the very ending

does everything it can to force the player to accept "help from other players" and then politely asks them to offer it in kind. in something like from games what's often celebrated is self-sufficiency or "pure selflessness." and yes i also think that "carrying" and challenges can be fun but it's so rare to see a game truly undercut that and really present through mechanics the idea that humans all need each other
 
I put NieR Automata high on my list. Top 5 I think.

There is a spirit of anarchy that runs through this game that I really enjoy. Its the only Yoko Taro game I've played, so I can't say if this same spirit is in all of his games.

I like the Android vs Machines plot. Android vs Machines could be White vs Colored, Straight vs Gay, Christian vs Muslim or any number of trivial differences that divide humanity. The game does not treat the differences as a wrote moral lesson, instead the games plot goes to extremes that are simultaneously funny and frightening. Its rare to find satire this good in a video game.

There is also a vendor where you can just buy the games achievements!

I feel like 2B is an all time great character design.

The music in this game is killer.

This is an all time great RPG.
 
There is a spirit of anarchy that runs through this game that I really enjoy. Its the only Yoko Taro game I've played, so I can't say if this same spirit is in all of his games.

Relatively speaking, it's most likely his most conventional, crowd-pleasing game, which partly explains the massive breakout popularity it has enjoyed compared to everything else he's done.
 
I agree. I never played the original Drakengard, but have read a lot about it. I loved the original Nier and mostly regretted my time with Drakengard 3. Yoko Taro’s works have gotten less and less interesting to me with every game. Him not helming a new game in nine years and mostly coasting on Automata’s breakout success hasn’t done anything for my opinion of him as a creative.
 
I agree. I never played the original Drakengard, but have read a lot about it. I loved the original Nier and mostly regretted my time with Drakengard 3. Yoko Taro’s works have gotten less and less interesting to me with every game. Him not helming a new game in nine years and mostly coasting on Automata’s breakout success hasn’t done anything for my opinion of him as a creative.
He's released 3 games in a series called Voice of Cards. He has also said that he has tried to make several more games but they've been getting cancelled.
 
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taro's public persona comes off as a kind of self-flanderizing character after all this time which at a certain point i found myself frustrated by, but at the same time the mask (and its predecessors, like iirc he was played by a sock puppet in an interview once) and his self-deprecating attitudes really suggest to me that he's not really been all that comfortable with the kind of celebrity status he's had in the wake of nier being a sort of cult hit. and in spaces where he's not being asked to represent a point of view about why you should spend money on his games, which is to say, in his games, as well as stuff like the famitsu end-of-year developer remarks, i think he presents very strongly his viewpoints, ones i think a lot of people relate to. that he's overwhelmed and frustrated by the evil of the world and doesn't know what to do about it even as the knowledge of it pains him to the core of his being. so i'm inclined to cut him a little slack for being annoying sometimes
 
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77. Breath of Fire IV
Capcom, 2000: PS4. Points: 218 Votes: 5 Previous rank: 50​

Cards on the table, I adore this game. I had it at number 4 and ranked it above any other PS1 title. I’ve been racking my brain for a way to write about it that isn’t just lauding it with superlatives—to get at why I find it so impactful. It’d be easy to go on about the quality of its plot, theme, characters, gameplay, exploration, music, or especially Capcom’s masterful and extensive spritework. But none of that would get at the heart of why this game in particular hits in a way different from other luminaries from the same era.

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The word I keep coming back to is “nuanced.” I don’t just mean that the game is nuanced in those categories of plot, theme, etc. (though it is), but something in a larger sense. Breath of Fire IV is very much a traditional JRPG expressed in the traditional style: bird’s-eye-view perspective of a globetrotting quest peppered with random encounters and fleshed out with some light character-building, featuring a story about the power of friendship as expressed via textbox-heavy story scenes or through a copious array of minigames. It’s fairly bog standard as far as this style goes. I think that’s important because Breath of Fire IV exhibits just what this style can accomplish when attended to with care, craft, and nuance.


To understand what I mean, take a look at the game’s opening scene (begins at 2:01, if the embed doesn't timestamp properly). We start on the sound of wind blowing across a vast and trackless desert, then hear the clank and rumble of a sandflyer starting. First-person narration in text gives us just the barest orientation. An unidentified ‘we’ have left the castle and are crossing the desert to search for missing sister Elina. This narration is presented in three paragraphs. In between the first and the second we fade up on the very moment of sunrise as the camera pans to the left revealing a predawn desert vista. In between the second and third paragraphs the sandflyer emerges from the left side of the frame, persenting the first view of our protagonists Nina and Cray aboard a wondrous flying ship. Both are unusual characters, with Nina sporting a pair of bird’s wings from her back like an angel and Cray a thick tiger’s tail.

Despite this game normally taking place from a bird’s-eye three-quarters perspective, this shot is framed from the side, where the horizon line and star-scattered sky ape an appropriately cinematic aspect ratio for the game’s opening image. The sandflyer is a simple model of bulky polygons, but painterly textures endow it with detail and presence. Of particular note is the way Capcom’s artists have used a muted color palette and painted shadows into their textures to give the game an illustrated quality, somewhere between storybook watercolor and French clean-line. Practically, the painterly approach to textures allows for rich and detailed locations to be realized out of simple models, and seamlessly incorporates the 2D sprites into the 3D environments. Here, the 2D sprites have been cleverly positioned so their three-quarter perspectives are masked by the flyer’s railing so that they appear to be standing in profile. A light flashes in the sky above and between their heads and a shooting star streaks downward past Nina’s face, catching her attention. A quick cut brings us to the standard bird’s-eye view, where Nina comments on the star. She must have taken it as a sign or omen for she seeks reassurance from Cray, who in response makes an oath they’ll find Elina. This is the first appearance of dialog, which is presented in tastefully designed text-boxes that evoke a slip of parchment. Portraits of the characters accompany the text, and between the close-up view of their expressions and various nods, gestures, and body expressions painstakingly animated into their sprites we get a real sense of the ‘acting’ achieved in this game, where much tone and voice can be intuited from non-verbal cues.

We fade to black for a moment, then up on a stunning shot of the blistering dawn as the sandflyer emerges out of shimmering heat and crests the horizon. The game’s first musical accompaniment matches the appearance of the flyer with a high flute trill, then the main melodic line and thematic leitmotif begins as the sound of wind drops away and experientially we’re in a montage where we see conversation but hear no dialog, a kind of distant place, further back from the in-moment action, where thematic tone takes primary position. A series of shots, again dynamic and nonstandard, depict the flyer’s passage across the desert, including one very dramatic one from a high angle featuring a lizard scampering away from the vehicle’s disturbance. As the music crescendos, the flyer blazes past in a quick 180° pan and shoots off towards the horizon. Fade to black for the chapter 1 title card and the reveal of a column of light, which we don’t know of yet, but represents the emergence of a new Endless and the impact it will have on the world’s destiny, as the music fades with a note of mysterious poignancy.

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Whew! That’s all just a brief two minutes out of the game’s many hours. But throughout the whole length of the experience there are many such displays of artistry and craft. The game sits in a goldilock zone between depiction and iconography, turning all the limitations of the JRPG form and the Playstation’s capabilities into rich clay from which to craft its story. Perhaps ‘mature’ is the better word for the game. Not mature in the sense of crass and rowdy content of a teenage audience, as the word is sometimes used, but mature in the sense of artistic growth. Here is a game that uses the unique and singular tools of JRPG storytelling with skill and confidence to present a quiet and nuanced game that I can’t help but receive as an exemplar of the form.
 
The fact that this came to Steam recently gives me hope that it will show up on modern consoles and I will finally experience it (I tried it on emulator a few years ago and quit because I hate playing anything above SNES on emulator).
 
This was my #17 pick. I'm not sure what to say about it. I also don't know if I can talk about it without discussing the series as a whole and my feelings about how it relates to the overall genre.
 
This was my #17 pick. I'm not sure what to say about it. I also don't know if I can talk about it without discussing the series as a whole and my feelings about how it relates to the overall genre.
Almost the same as me, I had it at #18. It's my favorite of the series, combining some gorgeous spritework and smart polygon usage as outlined in the OP with a story that I found incredibly interesting - the dual pro/antagonist setup works really well here. One of the very best of the 32-bit era.
 
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