With this generation, the last bastion of JRPGs is seemingly coming to an end.

Like has been said before, Persona 3 to 4 took a lot less time than from 4 to 5. Plus, during the PS2 generation, Atlus was constantly churning out games in Japan. I'm willing to bet it's more than the current release schedule.

Persona 2: Eternal Punishment to Persona 3.

6 years.
 
Huh, I've been getting the sense that PS4 will have more JRPGs than PS3.

well that won't be very hard.

Should have been 1st post. JRPGs seem to be thriving!

Well I wouldn't say thriving but things do look a little bit better than last gen..not that this is saying much.

Traditional Turn based RPG combat needs to die a horrible death. Nothing fun or innovative about pressing the X button on a menu. Its a skilless as Peggle.

Some of you are downright crazy.

I don't care what kind of fighting system it has.

I don't care if it has lolis in it. Actually, put more lolis in them.

Just put more jrpgs on consoles or pc, damnit. Traditional rpg gameplay doesn't work for me on a handheld. Sure, I guess this is more of a personal complaint, but I don't enjoy sitting for hours staring at my small handheld, tethered to the charger while I play a game.Pokemon is built around short bursts of play. Monster hunter is as well. Dragon Quest, no. Fire emblem, maybe.Strategy JRPGs work better, especially if you have either shorter or longer battles. I don't even hate portables as a medium. But after i spent like, 5 hours straight playing monster hunter freedom unite, and just felt my eyes watering and my back hurting because I was sitting infront of my computer playing it, I just decided that that style was not going to work out for me.

Couldn't agree more. Imho those games were meant to be played on a big ass screen chilling on the couch while eating lots of unhealthy snacks. And I don't want to play in "bursts" I want to waste my entire day playing JRPGs and that is basically not doable on a handheld.
 
You are missing out on the deep lore by not surrendering your imagination to Sakaguchi-san's bold vision. The story is not there to serve you, it is to provide a template of a beautiful universe filled with imagination and potential for you to explore. Every descriptive word, every character profile, every punctuation mark, every background image. They are all there to inspire the imagination of the brave adventure!

Damn, my imagination clearly isn't up to par. :( I submit to your genius, Sakaguchi-san.
 
I don't know how much of Terra Battle one is meant to play before it gets interesting, but I've played through 10 chapters now and the story is non-existent/terrible and there's no characters by virtue of the fact that it's a mobile game where you collect them from the gacha.

You know, in hindsight the missed opportunity, to me, is considering you get one of two possible starter characters and that you pick up some characters from story missions along the way, there could have been a solid core party to form a strong narrative off of. e.g.
the lizard king at the top of the tower in Chapter 4, the Princess, etc.

Except the most that actually happens narrative-wise with regards to your actual party members is
some romantic tension between Palpa and Peroppe, and even then it's kinda left unfinished/vague. Even thunder dude Lizard King doesn't get mentioned after. And your starter character might as well be another faceless gacha

I get that as a mobile game you don't want to get into too much exposition between actual gameplay rounds but there's only so much "guh how long does this thing go downwards!?" one can stomach before it all starts blending together.
 
I get that as a mobile game you don't want to get into too much exposition between actual gameplay rounds but there's only so much "guh how long does this thing go downwards!?" one can stomach before it all starts blending together.

Yeah the first half of the game is pretty ridiculous with the "tunneling" narrative (har har). But it might not really be a mobile thing. It's not very different from how Mistwalker designs some scenarios for their retail games too - like Away and ASH. Padding the scenario with a ton of stages between a small amount of plot that's centered around a "mystery" requiring the player to go deeper and deeper is something Sakaguchi just enjoys doing as a set up for his stories I guess? After Chapter 15, the story opens up quite a bit, again it's something that's not very different from some of Mistwalker's other games where there's a "twist" at some point which blows the entire monotonous plot wide open.
 
requiring the player to go deeper and deeper

You missed quotation marks around this one :V

But no, I agree that the story picks up, but it still doesn't focus nearly enough on the cast that you're guaranteed to get to give them at least a little bit of personality past what's in the profiles.

(Or maybe that's the point, i.e. mobile game, go get your gacha waifus)
 
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