06| Ys Origin
Released: May 31st, 2012
Available On: PC
It could be argued that Falcom was the last developer to come stateside after the Japanese RPG floodgates opened. After Final Fantasy VII became one of the best selling games on the Playstation, it seemed that every Japanese role playing developer moved their titles stateside. Enix quickly hopped onboard, as did Namco. Atlus took a few years but was soon solidified, as did Nippon Ichi. However, there was one developer who's presence was glaringly absent. And that's the developer who arguably started the entire genre in Japan. Falcom was developer mostly known for their action RPG titles in Japan. Mostly known for the Ys and Xanadu series, Falcom published tons of quality action RPGs in Japan. They even ventured successful with traditional turnbased JRPGs with the Legend of Heroes series. To be fair, these titles were released in the West, and to very high praise. The NES release of Faxanadu was said to be one of the best games on the system for the few who played it. Ys for the PC Engine was ground breaking at the time, thanks to its cutscenes, voice acting, and CD quality soundtrack. However, despite these two titles being well respected, neither series received another Western release for decades. And for a quality port, it would be even longer.
A big reason for this is because unlike every other Japanese role playing developer (or really any other Japanese developer), Falcom did not focus their products on consoles but rather the niche Japanese PC market. And while there was a clear market for Japanese role playing games for consoles, it wouldn't be for nearly a decade and a half later until PC market was proven to be a friendly place for Japanese role playing games. But for the longest time Japanese role playing games, and really Japanese games in general, were seen as a nonexistent market for the Western PC market. As a result Japanese developers rarely localized the PC versions of their games, and this included Falcom. In fact, Falcom's games didn't begin being localized on the PC market, but for the console. The studio moved production to consoles/handhelds due to the fact that PC niche market eventually shrank too small even for Falcom. Thus a lot of their previous titles began to be ported to the PSP. They were pretty successful, and thus Falcom kept porting.
In an odd twist of events, thanks to Square-Enix taking the chance with the port of The Last Remnant and Carpe Fulgar localizing the extremely niche but addicting Recettear: An Item's Shop Tale, the PC market was proven not just to be viable for Japanese role playing games, but showing that the genre was actually in high demand. As such, Falcom began porting all of their old classic PC titles, which almost all of them selling very well. So well in fact that they are now starting to port their recent titles to the PC
exclusively for the Western market. Quite the contrast to Falcom's previous viewpoints of the Western PC market.
Now since Falcom began their PC and Sony portable localization binge there have been plenty of quality games they've brought over the Western shores. As a matter of a fact, I'd argue that all of these games are of high quality, accept maybe Ys VI. If I had to pick one game though to take the top spot, I would easily pick Ys Origin. The reason is very simple, it is the best action RPG ever made, and I do not bestow that claim lightly.
To explain the game, it would be best to explain its context. Falcon would truly make the jump from PCs to handhelds in late 2007 in Japan. Ys Origin was the last full, ground up, mainline major title they were developing for the PC. It was, in many ways, a signal to the end of an era. As such, Falcom truly gave it their all with title. In truth, there is nothing unique or innovative about Ys Origin in a core gameplay sense. The player can select between two (eventually three) characters each with their own unique play style. They then explore a, pretty linear, dungeon as take out enemies, solve puzzles, and fight tough bosses. What makes the game stand out is just how well everything packaged.
The combat is wonderful. It may not be Bayonetta, but is extremely satisfying as it is so fast and frantic that it keeps the adrenaline rushing. Each character plays completing different from a traditional hack-n-slash character, to a long range "bullet" attack character, to a rush down down in your face character. There is something for everyone to choose from. To add to that, each character has their own unique story in the game. The truly get the entire experience and understand what is going on, one must play each character to see the story through "their eyes" so to speak. It is very enjoyable and adds a lot of replay value.
The level design is top notch. Darm Tower isn't most challenging dungeon in gaming, but it is very fun to transverse. The way enemies are placed and distance doors and different levels are from each other just make for such a smooth and seamless experience. The boss battles are "epic" and just so intense. And the story more than holds one's attention and truly fleshes out the characters, their unique personality, and their struggles.
And the music. The music! Holy shit! THE MUSIC! THE FUCKING MUSIC! Ys Origin comfortably has the best soundtrack I have heard in all of gaming. I realize that I often complement an entry's soundtrack on this list, but believe me Ys Origin is the absolute pinnacle of this category.
Add in a ton of replay value, great tie ins with the other entries in the series, and various hidden tidbits, and you have a must have title for anyone's RPG collection. There really isn't anything else to say about Ys Origin, it is simply the best of the best. The ultimate action RPG.
05| Shin Megami Tensei IV
Released: July 16th, 2013
Available On: Nintendo 3DS
To say that Shin Megami Tensei III: Nocturne was a breath of fresh air when it was released on Western shores in 2004 is an understatement. Long after the twilight of JRPGs heydays, the subgenre began to grow stale, with quality release not seen for quite some time. It took the traditional blue sky adventure shonen formula and switched it into a dark occult modern horror fantasy setting. The usual brain dead turnbased battle system with a boring linear overworld, became a highly tactical and strategic turnbased battle system with the entire game being designed as one big dungeon. The title single handedly spawned the series to become a mainstay in the West and aided Atlus in becoming a dominant publisher for niche Japanese games.
Over the years there have been plenty of entries to the series. Such as the Digital Devil Saga titles, the Devil Summoners, Strange Journey, the Personas, etc. However, it was quite some time before an actual full numbered sequel was released. To gamers who don't know much about the series, it was kind of like the wait for Street Fighter III. The studio kept churnning out all of these spinoffs, side-series, and technical sequels. However, they never really made a game that was actually a full numbered sequel. Eventually that changed in 2013 with the release of Shin Megami Tensei IV.
First, I have to address the giant elephant in the room. The game was made for the Nintendo 3DS, a handheld. This initially disappointed a lot of the fanbase as the series was traditionally associated with home consoles. Now while the series was never known for its crazy production values through most of its life, the third entry of the main franchise had a bit of a production going for it at its time, being that it was fully 3D with tons of character models and ambitious dungeons. Now to be fair this is a valid complaint, as Atlus probably could have upped the presentation department significantly if the game was on a PS3 instead. However, thinking of it, the game more then lived up in pushing boundaries in more ways than one.
To begin, I'm going to describe just the type of game Shin Megami Tensei is. The mainline series is basically a traditional dungeon crawler meets a traditional JRPG meets Pokemon. There is a main overarching story that the player has to go through with character development, world building, etc. This combines with the usual crafting of party members and the like. Though, it's the type of party members one gets that's interesting. As the player fights enemies they can choose to either kill them or "negotiate" with them. Basically instead of throwing balls in their face to get the enemies on your side, you have to talk with them and convince them to join you. If successful, then the enemy will be part of your team, if not they'll either attack you, run away, or run away and steal something. Instead of being "pocket monsters" the enemies in the game are straight up demons from an alternate universe. They look dark and satanic which makes them appealing in a weird way. One can level up these demons with experience or by fusing them together with one or more demons to create an even more powerful demon. Though it just isn't the power of a demon one has to keep in mind, but also the skills they have in order to help one's party. Finally, one also transverses the world and visits different lands, but unlike other JRPGs, the entire world is basically one giant dungeon as all the maps have a maze like quality to them.
In short, Shin Megami Tensei combines three main types of RPG genres and creates its own thing that appeals to a specific type of gamers. So how does the fourth entry in the series fair? Pretty damn well actually. Sure there were some changes that some may have mixed feelings about, but overall it is an extremely solid entry in the series. The first thing one notices is that the title is very clearly designed for a handheld. Unlike the console versions of the game, dungeons and areas are much more bite sized. This isn't to say that they are easy, but transversing the average map/area in the game can probably be done in twenty minutes or so, compared to the console titles which are usually around three times that. The main story also takes a bit of a back seat to the sidequests which truly make up the meat of the game, as players will find themselves exploring the world and random areas to take out hordes of enemies, hunt for items, or challenge hidden bosses.
This may all seem very eyerolling, and in most titles it usual is. However, Shin Megami Tensei IV makes the exception in that this format gives more than it takes. The bite sized dungeons are admittedly a bit disappointing, however there are so many areas to explore and venture through it eases the pain. The side quests don't detract from the single player campaign and do well to flesh out the world. They also work in synergy with bite sized dungeons in having the player go through an act with boss fight and all in a reasonable amount of time. And as cliche as this sounds, these two things also makes the game very easy to pick up and play, as well as results in it being very replayable.
The presentation of the game is great. I don't want to spoil too much, but let's just say that the game manages to serve fans who both are accustomed to traditional medieval style settings, as well those who enjoy modern settings, and those who enjoy the "not so distant future" settings. The lore is very well done and one can easily get lost in the world. There is also a bit of interesting philosophy thrown in the story, even with moral choices that truly effect the gameplay, even to the point of one half of the game being entirely different due to it. The only downside is that this is no Witcher, as the choices are pretty literally either black, white, or gray.
As usual by Atlus,
the soundtrack is superb. Atlus really went all out to give the game its own style and unique feeling. Plus soundtrack art is some of the best I've seen. I mean...look at this!
THAT is an album cover. It really reflects the quality of the game.
In short, Shin Megami Tensei IV is a fantastic game. Despite being on a handheld, it managed to push the boundaries of the series and the JRPG genre. Also, much like Kid Icarus: Uprising, it significantly upped the standards of what developers should be doing for their handheld entries. Shin Megami Tensei IV may have been on a handheld, but it truly earns that number at the end of its title. It is a full fledged sequel and continuation of the previous titles in the well regarded series. Atlus knocked it out of the park with this title, and it deserves all the recognition.
04| Xenoblade Chronicles
Released: April 6th, 2012
Definitive Version: Wii; Also On: Wii U eShop, 3DS
If you were to ask any JRPG fan, they would largely agree that the '90s was the "Golden Age" for the genre. Not only was it when the genre came to its own, but so many ground-breaking titles that have aged like fine wine were released then. Titles like Chrono Trigger, Final Fantasy VI and VII, Xenogears, Dragon Quest III and V, Secret of Mana 2, Earthbound, the list goes on and on. Not to mention if one were to include the dawn of the new millennium, then titles like Skies of Arcadia, Pokémon Silver, and Final Fantasy X would be included as well. After the early 2000s however, the genre began to slow down a bit.
After another brief boost in quality of, mostly forgettable, JRPGs during the end of the PS2s lifetime, people were waiting for the next wave of quality JRPG titles. The thing was, was that people were expecting games to push the genre more than ever before. Due to the power of the PS3 and Xbox 360, developers were now capable of making much more vibrant and elaborate game worlds than ever. This obviously had many fans of the genre very excited. Unfortunately, there weren't any real quality titles that grabbed the bull by the horns when it came to pushing the envelope. The Last Remnant, while a quality game, didn't really do anything from an ambition standpoint to push the genre that previous games did not. The Mistwalker Xbox 360 games developed a cult fan base, but were criticized by playing it too safe. Most notorious however was Final Fantasy XIII in which failed to push the envelope to the point that
having towns in the game was ditched due to them being too "difficult" to do in HD.
The generation was about to come to a close, when finally, a title comes along that truly pushes the genre in all the right ways. After around a two year wait, Xenoblade Chronicles finally reached American shores. It was title that focused huge on exploration with gigantic maps to explore, contained tons of side quests that tie into the main plot, a battle system that was an evolution of the semi-real-time type, and over course a huge epic story that spans dozens upon dozens of hours. If there was juggernaut of the genre that one could point for that generation of consoles, it was Xenoblade Chronicles. But the irony of all of this, is what the game was released on. The title was developed ground up for the Nintendo Wii, a system that was basically inline in terms of power with the then previous generation consoles. It turned out that the most "next generation" JRPG experience was on last generation technology.
So, what made Xenoblade Chronicles so good? To put it simply, it's a game where the developers put every ounce of their effort to make it as great as possible. Xenoblade Chronicles is your typical epic adventure JRPG. It focuses on a group of party members focused on vanquishing evil as they travel along a series of maps and encounter tons of enemies and bosses that the player needs to defeat until they reach the end. Again, it's typical, but it is all so well done. In terms of gameplay the battle system, while having its kinks, is very unique and pretty solid. The enemies, and especially bosses, do a great job in testing one's skills and abilities. The level design is sublime. Not only are the maps gigantic, but they are very interactive, layered, and most importantly, fun to explore. Throughout the maps are multiple secrets in the form of items, monsters, quests, and tons of easter eggs. This is the type of game where you definitely do not want to simply go from point A to point B.
The presentation however is also superb. The game's world just feels so alive with so much going on in terms of lore and politics. The characters are very appealing and likable. And story in general is pretty fucking cool and will definitely suck you in. It's a good thing too because the game is very long. It lasts around eighty hours or so and gives you tons of stuff to do throughout your journey. The graphics are spectacular and when playing upscale on HD, the game could easily pass an Xbox 360 title.
The soundtrack is splendid, with music the complements the atmosphere very well.
Of course, the game isn't exactly perfect. While the story has great pacing, the difficulty doesn't. It's very difficult to have a game that has good difficulty pacing that also puts a lot of focus on side quests. What often happens is that those who do a lot of the side quests will find themselves too overpowered and will be able to blow through the game, while others who just want to focus mostly on the main story will find themselves fighting enemies and bosses that are next to impossible. While the same games that get it more right than others such as Shin Megami Tensei IV or The Witcher III, Xenoblade isn't one of those games. Far too often I found myself getting stuck on a very difficult boss battle in which I had to level up my party two or three levels. This usual took an hour or two to accomplish, and while it wasn't so bad because I mostly did it via side quests, it was very annoying. I feel that much of it is because of how misleading things are. One could have party that is able to trounce all of the surrounding enemies, but then receive a beat down from the map's boss. Being honest in any other game it would be enough to really sink my impression of it, but the highs of Xenoblade Chronicles are so strong that they easily tower over the lows.
Besides that, there isn't much else. As far as I am concerned, Xenoblade Chronicles should be the defacto standard for any "epic" adventure JRPG to follow. Despite premiering at the beginning of this decade it still comfortably holds that title. The developer, Monolithsoft, did make a sort of sequel to the game called Xenoblade Chronicles X for the Wii U. It was similar to Xenoblade Chronicles only that it focused way more on the side quests and way less on the main plot. As a result, the game suffered tremendously. And while the title has its followers, most agree that the originally game was superior. Thus, during the Nintendo's new console reveal, Xenoblade Chronicles 2 was announced, the "2" emphasizes that this entry will be more in-line with the first game. Personally, I am cautiously optimistic, but either way, the game has some huge shoes to fill.