speedyjx

Sound designer for games and that.

I'm here to kick ass and post cat pics, and I will never run out of cat pics.

Go here I guess: https://bsky.app/profile/speedyjx.bsky.social


gee-man
@gee-man

"devs AND fans of the genre have ceded that JRPG combat isn't really interesting"

Seriously, what is it about Japanese media that just brings out a specific kind of self assured dipshittery from (mostly) white voices in the industry? I see this shit all the time, both from the press side of things as well as within the industry itself. I won't name names, but I've met animators who hate anime, game designers who hate Japanese games, hell I once met a graphic designer who had a weird fixation on the "structural failings" of Japanese graphic design (whatever the hell that means).

Where does it come from? It happens too often to just be the occasional bad take.

To be clear, this isn't to imply Japanese media is exempt from criticism, but it's weird how much is in bizarrely racialized bad faith. I wouldn't go as far as call it racist, but definitely bordering on xenophobic.

Also god imagine criticizing JRPG combat (which is an insanely broad genre with so many different interpretations and styles) and then presenting deckbuilding as your solution.

Fuck it, tell me about some cool and interesting JRPG battle systems that you've enjoyed.

I'll start. Resonance of Fate is one of the messiest games I've ever played, but goddamn if I wish they had made like 2 more of them and refined the "Tri-Attack Battle system." It's a mix of real time and turn based where you decide your character's movement and shooting targets independently of each other. The key is to optimize your movement paths to synergize with your other party members to build up resources that you then cash in to do sick Equilibrium style gun-fu maneuvers. The tl;dr is the more sick jumps you do, the more resources and healing you get back in the process. Quite frankly it's an easy system to break after a certain point but it never gets boring watching your JRPG heroes decked out in primo mid 00s Japanese fashion do jumping 360 spins in the air while blasting hot lead in every direction.


Iro
@Iro

Bethesda-style first-person hack/slash/shoot is way less interesting to me than your average JRPG combat system... whatever an "average" JRPG combat system is. But I guess to an outside observer, it's just pushing the A button over and over and over? I assume their thought process is, "what if, when you pushed the A button, they simply swung their sword immediately like Link?", that ordering your magic spells from a menu like you're at McDonald's is boring because you aren't doing anything.

I dunno, let's say, as a really surface-level case study, Final Fantasy IV? With the Active-Time Battle system, you can't just sit there and take stock of each individual turn because the enemies will keep attacking you. You have to manage the speeds of your party members to try and make things happen when you want them to happen, delaying turns as needed. You have to keep spell casting times in mind for big heals or to hit a boss when they're in their vulnerable phase, making sure you have enough MP. You have to decide who you do or don't want in the front or back rows.

Hell, the most "just attack repeatedly" section of Final Fantasy IV has its own weird tactical foibles. When you're entering the Magnetic Cave, your party is Cecil, Yang, Cid, and Tellah... so three physical attackers, one of whom has basic healing capabilities, and one wizard with both types of spells but extremely limited MP.

The twist is that the Magnetic Cave has a field effect that incapacitates any party member with metal equipment. So Cecil is now suddenly a crappy white mage with piddly arrow attacks and the entire party is weirdly fragile without access to the good armor. You have to constantly babysit Tellah's teeny tiny MP pool balanced between the nuke spells and the clutch heals, swap around Yang's claws to hit elemental weaknesses, have Cecil heal or shoot as needed, and let Cid swing away with his worst weapon because it's all you got. You do have to think a little, and this is (probably, as far as I remember) the most braindead dungeon outside of the tutorial zone!

Or, I mean - and this is the other crime oft levied against JRPGs - you could simply grind past any need to think about it.

In Tim Rogers' review of Dragon Quest XI, he says,

Western critics aim two common complains toward Dragon Quest games: that they are "too easy", and that "you have to grind too much". I say: why not neither? Clearly anyone executing this variety of criticism toward Dragon Quest has never experienced the joy of playing the games under-leveled. [...] I hate to break it to you: you don't have to grind. You just have to think a lot more.
[...]
It's good that the games are easy. It means that everyone gets to play through the whole game without ever hitting a wall they can't climb by grinding.

Says it all right there. Yeah, I'm a serial grinder, but that's because I have ADHD and number go up make me feel good. Some of my most precious JRPG memories are squeaking a win against a boss that I had no right defeating in my party's current state.

But sure, if you want a JRPG battle system that's interesting because it has "a bunch of modular pieces" interacting and "resource management during the course of a single fight" (and fuck it, is also a deck builder!), well, I gotta say:

Mega Man Battle Network came out in TWO THOUSAND AND ONE

(granted the first game kinda sucks and is more a proof of concept)

The battle system in Battle Network is the best thing by far about the series, which has a merely okay story and a bunch of really terrible, tedious dungeons. People weren't excited about the HD remaster package so they could relive the plots of these games (okay we were, but roll with me for the sake of this post about the battle system specifically), they were excited because it meant there could be an actual online scene for multiplayer battles.

For those unaware:

  • Battles in MMBN take place on a 6x3 grid split into two 3x3 grids for each side. You cannot enter your opponent's side.
  • You have a folder (deck) of 30 battlechips (cards), and each round you draw 5 out at random.
  • Battlechips have various effects like close-range sword attacks, placing down cubes, changing the terrain, attacking a specific row, shooting meteors at random panels, or even stealing rows of your opponent's play space.
  • All battlechips have a letter code attached, which is important because you can only play a single letter code per hand (or, the same chip but with a different code). There are also asterisk-code chips that act as free spaces.
  • If you play specific combinations of chips together, they become a "Program Advance", which has a bespoke powerful effect ranging from "you can use this basic chip an unlimited number of times for 20 seconds" to "the entire stage is going to fucking explode for 1100 damage and the final boss only has 2000 hp" to "this statue shoots out poison gas which will drain everyone's life faster than if they decided to look at twitter".

So you pick your "hand" and hit go, which drops you on the grid field where you can move between squares, fire your pea-shooter megabuster for scratch damage, and deploy your chips at will. A bar at the top of the screen slowly fills, and when it does you can push a button to pause the action and draw a new hand of battlechips.

It's already a solid battle system (enough to directly inspire indie games like One Step From Eden), but it gains a huge amount of depth as later games add elemental affinities, additional forms with bespoke attributes, customizable passive buffs, character-themed temporary boosts, and high-risk-high-reward dark chips.

In MMBN5, I had two go-to folders:

  • One based entirely around the tanky Knightman.exe DoubleSoul form, which lets you charge up "Break" element chips for double damage and gives you temporary invincibility if you use a chip in your front row. The strat was to use an AreaGrab chip to push the enemy into their back two rows, and then let loose with the "only hits the two panels in front of you" multi-hit drill chips. With the invincibility frames, you could charge them up in sequence and rip down anything.
  • One based on NumberSoul, which simply lets you draw 10 chips instead of five per hand and adds a flat +10 damage to all non-elemental chips. The thing about damage bonuses is that they are added to each hit of a multi-hit attack, and the "Vulcan" series of chips was all about multiple weak hits. But with NumberSoul and some other Damage-Up add-on chips (and the 2x boost to your next attack if you got a perfect counter), you could get some truly obscene damage up on the board.

It's a good battle system! There are a lot of good battle systems out there! When I see these kinds of statements about JRPGs having boring or uninteresting battles, I want to grab these people by the shoulders and ask them for direct, specific examples and their reasoning why, because I just don't see it most of the time.


PositronicWoman
@PositronicWoman

speaking of jrpgs, i've actually really liked both yakuza like a dragon and the demo for like a dragon infinite wealth

for the latter in particular, besides expanding the amount of elements like water and status conditions like you'd expect RGG have significantly improved:

  1. player movement

they still don't want you to be able to move wherever you want and stun lock enemies or whatever, but instead of the game's ai wobbling your active player character around you can move them within the area of a ring surrounding them manually

  1. enemy targeting

you now have a much better idea of who you're hitting via splash damage along with added holographic pathing for attack trails

  1. party combos

instead of just being an essence attack that you can spam, combo attacks with friends are now built up via meter and you can either choose to do have two, three, or four party members at a time participate

  1. environment interactivity
    in the previous game when you did regular attacks and your active party member was by like, a bicycle, they were supposed to be able to like, kick the bike at an enemy and then do an additional attack

because of the aforementioned ai control of your active player character's pathfinding, this typically didnt happen very often or effectively

in infinite wealth you now have additional context sensitive attacks when you're by an environmental weapon, and the player's newfound agency in movement during combat aids in that


TalenLee
@TalenLee

The main place I see this take come up is discussing menu based, limited option, small-number-of-choices turn-based rpg combat against opponents where you kick each other in the shins until you fall over. and there, I see people consistently ignoring that Pokemon is one of the simplest versions of that system and that combat system is so good and so complex there's been a tournament scene around just that combat for twenty years.

What people consistently seem to mean is 'a bad version of a thing is the representation of that thing, fundamentally.'

I even see the response to this to say 'Pokemon isn't a JRPG' at which point I just check out of the conversation because I don't know what the fuck they even mean by JRPG.


DianeThePunk
@DianeThePunk

I'd be remiss in my status as an SMT nerd if I didn't bring up Shin Megami Tensei 3's introduction of the press turn system. The rules for this system are laid out as follows:

  1. Battle occurs in two phases: player phase and enemy phase. Each party gets as many actions as they have party members (with bosses getting an extra action).
  2. Hitting a weakness, hitting with a critical, or passing your action to the next party member only uses half an action.
  3. Missing an attack uses two actions.
  4. Landing an attack that is absorbed or nullified uses ALL of a party's actions.

That's it. Those are the entirety of the rules. This leads to some surprisingly rich encounters with a lot of thought going into a good number of random encounters. Ask anyone who's played SMT 3 about their first experience fighting the early game boss Matador and they'll inevitably tell you that they got steamrolled because they kept on whiffing their attacks and using up all their turns while Matador kept critting with multi-hit skills and wiping their party out. The game demands mastery of this system in really interesting ways that make you think about how best to approach each encounter.


Pauline-Ragny
@Pauline-Ragny

Because I will never shut up about Knights in the Nightmare. Look at it. Look at this fuckin mess. This game has the most systems. It's a tactics RPG where your soldiers' abilities are extremely limited. Most classes can only face two cardinal directions. Only two classes can even MOVE. There's a polarity system that determines the shape and effect of attacks. You clear a map by filling lines on a bingo card where each square corresponds to a monster. Monsters are picked by playing a slot machine. You control the game by moving a cursor around the screen to give orders to your soldiers while the monsters move in real time and ATTACK YOUR CURSOR WITH BULLET HELL PATTERNS. I haven't even scratched the surface. I'm not exaggerating when I say this game has the most systems. It owns.


speedyjx
@speedyjx

Live-a-Live has been mentioned already, but one of Square's other missing SFC links is Treasure of the Rudras which lets you CREATE YOUR OWN DAMNED SPELLS. It also got a fan translation by one of the OGs Aeon Genesis who has worked on a myriad of other JRPGs that do cool stuff.

There's in-world phrases you can find and unlock to give you a logical base to work from, but if you wanna slap your own words in there go ahead. Wanna see what effect "kittymeow" does? Stick it in. "Tr00grimkvlt"? Stick it in. Might be good, might be bad, but you can do it either way!

And yeah, that system had to get reworked into English. Absolute mad lads at AE did it anyway.


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in reply to @gee-man's post:

I notice a lot of people who have this weird contempt for JRPGs love the various Mario RPGs that have been made over the years, as if they're "one of the good ones." I don't know if it's cognitive dissonance or if the Mario branding is just so powerful that they don't realize what they're playing.

People who make these kinds of broad sweeping generalizations frequently make exceptions for the things they like or find a way to reclassify what they're talking about to exclude them. You see this a lot with (topically speaking!) "turn-based combat is inherently bad" takes too.

this basically falls into the Gamer Liberterian mindset of definitional exclusions, like, these are simple and sensible rules that show my expertise, and all the exceptions don't count because they're exceptions

Remembering the Smash community complaining loudly whenever an RPG character was added to the Smash Ultimate roster, but shut up immediately when it was Sora. As others have said, people mark out exceptions for games they genuinely tried while bashing others they haven't touched, or otherwise engaged with, because their corner of the internet loves to hate on the genre.

I've seen the original post quoted with someone saying that western reviewers say "jRPG" like they're saying a slur (and also someone in a RPS interview saying how "I Am Setsuna" is following a jRPG tradition of having weird names), but you got the whole hate-fascination that some folks have with japanese media right.

Its not that there isn't issues with it, but there's this constant train of thought that a lot of creators go through that is "We're going to make anime/BL/Visual Novels/etc. but we will make it right" and its never specified exactly how, but its always just "not made by japanese people".

I agree, I think that's always been the sticking point about this type of discourse that bothers me. There's an air of colonial-adjacent mindset that it's up to Westerners to "fix" JRPGs/VNs/anime/etc. And it's not even as if those mediums couldn't be potentially enriched by an outsider perspective, but it always has such a patronizing tone.

Yeah, the proliferation of FF XIII's Break system across a bunch of games dissolves his notion. Feels like he didn't play a JRPG in a while.

In terms of cool shit I played, I really like Touhou Artifical Dream In Arcadia's system. It's a simple SMT sorta clone, got your elements and -akaja spells, but there's a universal SP bar that's gained by hitting Weaknessess.

Spend SP on cool unique abilities from your little 2hus, like Orin getting a little phys + poison, or Miko getting a massive stat buff if she's outnumbered and overlevels the enemy.

Oh, of course yeah.

Armored Core got it right cause it doesn't take you like 4 rotations to break something. Just slap their shit twice.

I remember feeling like I was somehow playing the game wrong with how long fights took in Lightning Returns.

Exactly! Just say you don't like them, it's totally fine! Even if you think JRPGs suck, we like the way it (supposedly) sucks. The need to dress it up in fancier rhetoric than that is a big part of what annoys me.

McMillen is still kinda pal with Tyrone Rodriguez, and people still buy his game published by Nicalis, so I think his reputation working with Tyler is fine :'D Ed probably has more controversial takes too.

"I won't name names", but in this case Tyler Glaiel is a moron? :3

Where does this comes from? From the games, actually?
It's not like the most popular series in the genre aren't associated with random encounters being mostly filler, where you can spam x / auto attack to get through mostly everything, with "grinding" being part of the loops. Right?

This isn't someone saying a whole genre is uninteresting, it's a game designer that's usually trying to play different kind of games abstracting a genre to some tropes. And I'm pretty sure he's specifically talking about the classic turn based battles (looking at responses he's mentioning the limits of one action per character per turn). Of course there are different games, but the idea that random encounters in JRPGs aren't "interesting" isn't coming out of xenophobia, no.

Also he's talking about games being inspired by JRPG here, not just JRPG as a whole, hence the Paper Mario thing. So like probably Sea of Stars being an influence here, since it's a pretty high profile JRPG (as in genre not country of origin) from this year.

ALSO I don't think not interesting in a design sense necessarily means bad. Like, for example in the small amount of FFXII I played (20h...) I really liked the battle system and the idea of programming the team. It meant that most battles weren't interesting in themselves (as in no big decisions and "story" per battle) but the meta game was.

It's a tactical but I also spent way too much time in meaningless item dungeons in the first Disgaea because I really liked the puzzles of making chain reactions with the geo-pyramids-things.

I guess the one specific game where I remember thinking about individual battles (at least against bosses) rather than the whole progression is Golden Sun, with the djinns system it felt like you constantly had to balance actions and what to prepare, etc. But yeah for most other JRPGs I've played, it's mostly a blur. The same way random battles in most action games (Japanese or not!) are.

Anyways yeah, I don't think it's either fair nor constructive to see this as a ethnic debate/hot take. It's a designer thinking about ways games are designed, he's not a gamer inventing stuff to make a point and debate people to know which game is the best or who has the best tastes. None of this would be an issue if the games were called TBRPG instead of JRPG.

And I think it's coming from a modern indie point of view where "elegant" design with small numbers and no filler actions is the goal. Like the difference between the classic tactical games, from FFT to Fire Emblem or Advance Wars, where it's not rare to have turns of just getting into place, and a game like Into the Breach where everything happens on a small scale and where ever turn has a big impact. This is basically what "interesting" means here.

I'm going to try my best to take you on good faith but I think using such a narrow definition of JRPG as common parlance is a fundamentally flawed premise. If he has an issue with turn based combat, he should have said that from the start. JRPG is already a loaded term and in 2023, when that spans the spectrum from DQ11 to Kingdom Hearts to Tales of Arise, it isn't just simple misclassification, it's outright ignorance toward a genre that has been evolving for decades. I legitimately don't think you can just use JRPG to imply "turn based combat with menu selection." It's certainly not the definition many of us are operating on.

Additionally, to make declarative statements that devs and fans secretly hate JRPG combat also speaks to a certain type of myopia that I find irritating. It's okay to find the games grindy, even tedious at times. I know I have my own personal tolerance for grinding in video games. But some people like it! Maybe it's not fair of me but who does he think he is to claim to speak for an entire genre he clearly has no familiarity with? It's patronizing at best, I have even harsher words I won't resort to.

I understand twitter's character length precludes nuance but even some simple changes in wording would have made me far more generous toward the statements he made. As is, it's 2023. Japanese game developers have literally made public statements about their uncomfortable feelings around the terminology used to describe their games. This individual is part of the games industry, it's not unfair of me to expect he do the minimum due diligence of paying attention to what his peers are saying, especially if he's going to make such claims about their work.

I guess it's an opinion thing, and it's not rare for genres to have vague definitions depending on who you ask or where you live (for example here ARPGs are stuff like Dark Souls and Kingdom Hearts, while ARPGs in the US are stuff like Diablo, which we call Hack & Slash...). Or maybe it's a generation thing, idk.

But JRPG meaning "RPG from Japan" is way less useful as a definition than "RPG made in a specific way", imo. Like you said, RPGs made in Japan cover such a different range of games, that their only common feature is being made in Japan. I personally don't see how that kind of definition could not end up with the occasional toxic debate, like with people recently trying to decide if the Netflix Scott Pilgrim show is anime or not...
The same exact game could be called an RPG or a JRPG depending on who made it, and I personally don't understand both defending the use of JRPG to say "made in Japan" and the fact that some Japanese devs are uncomfortable with the term at the same time. Like of course that's the consequence! "This one is different, it's made by Japanese devs" is not something I'd ever want to hear, it doesn't matter if it's positive or negative!
But historically, JRPGs were different because the design sensibilities were different, the same way CRPGs were their own thing but can now also exist on consoles. And because of that you can use some characteristics to define a genre in a way that, imo, makes at least some sense, even if it's not corresponding to the historical origins of the term. Hope I'm clear enough that I'm saying all this in good faith!

While he could have worded things differently, he's also on twitter and no one has obligations to be as clear as possible to an audience who's not familiar with the author (or to be aware of drama tied to specific games). Like in this case he's a fan of From Soft's games, so it makes it more obvious that he's not considering those games. Also he's making a turn based game. But the fact that he's talking about Paper Mario's QTEs as an option people tend to use makes it obvious to me that anything real time isn't the target here (on top of saying "turn based").
Like in lot of cases I think this comes down to misunderstandings. It's very easy to say something without thinking of how an audience you're not considering will see it. The recent Mike Rose thread about SpiritTea is a similar story, that could have been avoided with a slightly different choice of words.

I guess all of this could be "look at this person using 'JRPG' in a way I don't agree with", but this discussion already didn't happen with the whole FFXVI story, so I guess it's too late for that :( (and in that sense, JRPG isn't "their games" anymore)

Btw I think the Souls game are another good example of the discussions in those tweets, because like I said, most action games (country of origin irrelevant) have uninteresting basic combat, where you don't necessarily have to pay attention. Different games have different answers to that, Japanese games tend to have scoring, From Soft makes it so that every enemy is dangerous, western AAA games try to focus on spectacle and production value, etc.
You can even see this with platformers, where the indie style of platformer usually makes every jump important, with a specific route and difficult sections one after the other, while something like Mario is more free form and less "interesting" on a moment to moment basis.
In that sense, JRPGs/turn based RPGs really aren't that weird of a genre :D

(For that second paragraph, I think you're reading too much into it. He said "I feel like". And interesting/uninteresting is not the same thing as good/bad, he mentioned "bad" game with interesting combat!)

((Also I'm really sorry, I'm bad at keeping things short. I try to be clear to be less confrontational but then there's a huge oppressive wall of text))

You're running interference for the original tweets in ways they really don't deserve. I think you need to consider that "I am defining JRPG in a way that conveniently excludes any game that doesn't fit the complaint" makes the whole thing a pointless tautology: "Games that have 'bad' turn based combat have 'bad' turn based combat". If that's the case it's a fully vacuous statement with no interesting or useful commentary on any genre of games that could only have been made to annoy people.

I'm not doing that though. He clearly said "turn based", he mentioned Paper Mario as a way to add something on top of the basic system. It's not changing the definition to fit the complaint, it's just reading. The same way OP said "But some people like it!", some people do define JRPGs as a set of mechanics and tropes, idk why that's somehow not valid and such an unacceptable point of view.
You're deciding to see the tweets as provocation the same way you're replacing uninteresting with bad. And I'm pretty sure people have nothing to gain from being piled on by anime pics on twitter.

Not everything is an attack meant to oppress fans of Japanese media.

Grandia II still has my favorite JRPG battle system ever. It's got some broken bits on it (and some mistranslated moves) but basically it makes defending and countering a lot more interesting and deliberate than a lot of other systems do, and you can mess with enemies' position in the turn queue and prevent them from launching attacks if you know what you're doing. ("Critical hits" are something you CHOOSE to do, and they do less damage but they throw whoever you attack to the back of the queue. It's cool!!!) The visuals are fun, everyone's running around and taking shots at each other in the background even if it's not their turn. Also GREAT English voice acting for the time, great animations, and a fantastic soundtrack. I will rarely try to back out of battles in that game, even when low-level goons interrupt me it's fun to be like okay well you wanted this and not let them get a single move in.

Bluntly, I'll say that this is a rather uncomfortably negative response to a rather blandly shit take. Tyler could be criticized directly, in a way that would allow him to defend himself and open up actual possibility to broaden his viewpoint. But instead the response to his blandly shit take is to fall back to a different website and loudly insult him without fear of retaliation. It's taking the vitriolic poisonous nature of Twitter and bringing it to Cohost. The only thing that really serves is strengthening a clique of negativity and I think we can all be better than that.

As for why this sort of overly simplistic viewpoint towards JPRGs is so common, I think the industry is simply racist as hell and the consequences of that make it very difficult for anyone to be exposed to japanese game development without going through their own or someone else's bias.

LIVE-A-LIVE is one of my favorite games, and a lot of it comes from the combat system. Battles take place on a 7x7 grid. You have no mana, all your techniques are limited by 1) the area they target, and 2) the amount of time they take to launch. It's simple enough that you can understand it quickly, but deep enough that you will be rewarded for experimenting and trying to make the best move. The original had a lot of balancing issues, but the remake made more of your options viable.

It also allows them to put in a sidequest that's essentially "Use the tools available to you to win a bunch of fights that seem unfair or downright impossible at first."

Hybrid Heaven on the Nintendo 64 is a JRPG entirely about wrestling aliens - you get new moves by having the aliens hit you enough times with them. It has body part-based damage, which lets you disable an enemy from using kicks by injuring their legs or from using punches by hitting their arms. It's real time but pauses when you attack, and there's an element of trying to time your attacks to stop your opponent from attacking by knocking them over.

in reply to @Iro's post:

hans moleman voice i was excited to relive the plots of these games,,,

but for real though battle network is so absolutely an rpg series with a battle system that rules and im always down to see more love for it as JRPG With Cool And Unusual Battle System.

my memories are fuzzy and I only really remember the broad strokes (which lean positive) but my friend @gameboy replayed through the whole series recently and I found myself repeatedly saying "oh my god, right, that dungeon fucking sucked" over and over

going into the hidden room at the ancient heart of the internet that contains its oldest codebase and it's just Dr. Light from MM Classic was pretty good though

oh yeah the dungeons can really suck. theres a pretty decent handful i like but i will NOT be disagreeing with the analysis of them being fairly rough - when they get bad they can get baaaaaad lmao

for the plots? i honestly really like all of them but 4. 5's still kinda rough but i cannot hold any hate in my heart for my first battle network, even if i like other bn games better it is my original special little guy

i am a BIG fan of mega man star forces 1 and 3 though, some of my favorite plots on this side of the franchise. sf1's battle system definitely still suffers from New Franchise We Kind Of Haven't Fleshed It Out Yet so it's still kinda rough there, but SF2 mostly cleans up that part of its act iirc (havent played it in forever) and. honestly star force 3 both finally really nailed the series's battle system and has my absolute favorite transformation mechanic(s) across all of BN/SF bar none with the Noise Changes. it's like they said "fuck it. may as well make this transformation system Kinda Literally All Of Them ig" and so they did and it's incredible

yeah 4 just kind of sucks all around. you'd have to do so much work to fix it you may as well just have a different game. hell iirc the staff felt regal was COMPLETELY WASTED in 4 which is why he comes back with something to actually do in 5

LOL Yeah like I'm 100% on board with Iro's point but personally I am bad at deck builders and was garbage at the battle system but the plot and music and character designs and visual design and just being in a weird, physical internet space got me hooked enough for 5 whole games.

in reply to @PositronicWoman's post:

in reply to @TalenLee's post:

God yeah it would be a hoot finding anyone saying the Pokemon battle system "isn't interesting" and tossing them into the feeding pit of competitive pokemon sickos

in reply to @Pauline-Ragny's post:

It also has a PSP version with higher resolution sprites and portraits but it's a little less fun because you have to control the cursor with a stick rather than stylus on the DS touchscreen. And it was ported on the switch last year but only in Japan which made me very sad.

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