r/JRPG • u/komnuapp • 38m ago
Sale! Granblue Fantasy: Relink is 40% off on Steam
r/JRPG • u/AutoModerator • 3d ago
Please use this thread to discuss whatever you've been playing lately (old or new, any platform, AAA or indie). As usual, please don't just list the names of games as your entire post, make sure to elaborate with your thoughts on the games. Writing the names of the games in **bold** is nice, to make it easier for people skimming the thread to pick out the names.
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r/JRPG • u/AutoModerator • 5d ago
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r/JRPG • u/komnuapp • 38m ago
r/JRPG • u/strahinjag • 10h ago
I've been on a Monster Hunter kick lately so I decided to go back and give this series another try because I love the idea of taming my favourite monsters and riding them into battle. I remember dropping the first game because it felt pretty barebones but so far I'm really enjoying 2, the battle system is fun and the monsters all feel accurate to how they behave in the main games.
It's not perfect, the dungeon design isn't the best and I wish there was an overworld theme, but I'm definitely enjoying it more than the first game so far. I have the demo for 3 but haven't gotten around to it yet.
r/JRPG • u/Expert-Contact-4794 • 7h ago
Hello everyone currently wanted to know what other JRPGs people are playing and what there favorite series currently is?
I have been a big JRPG fan my entire life my favorite series being the Final Fantasy Series, FFX being my all time favorite game of all time. I have played countless series since then. I have played the series such as Tales Of Series, Kingdom Hearts, Arc the Lad, Nier, .hack series(the original and better SAO IMO 😅), Legend of Heros(trails of), Disgaea series, Persona, Chrono Trigger, Dark Cloud, and probably some other small obscure ones i can't remember at this point. My current obsession is currently the Yakuza series as im playing through the game in its chronological order.
Even now I still have a backlog of games that I have yet to try out. Some of these games include Expedition 33, Octopath Traveler, Tokyo Xandu, Granblue ReLink, Shin Megami Tensei 3 & 5, Digimon Time Stranger, which are just some of the few games still sitting in my backlog. I was curious to see if anyone had any other suggestions for JRPGS series. I am always on the hunt for something new to itch my JRPG addiction. Whats your current obsession?
r/JRPG • u/HatingGeoffry • 16h ago
r/JRPG • u/Longjumping_Tap3452 • 18h ago
I should preface this by saying that I got my start with the original Dragon Quest games on the NES. Since then, I’ve played a pretty wide variety of JRPGs, from Chrono Trigger to Xenoblade. However, lately I’ve found myself really getting into a more niche corner of the genre, largely due to its NSFW content.
Games like The Last Sovereign, Demon’s Roots, Black Souls, Monster Girl Quest Paradox, the SEQUEL series by Leaf Geometry, Takamuran’s games, and the like.
I was wondering if anyone knew of other games that scratch a similar itch? Essentially, NSFW games that also have really interesting characters, worldbuilding, and writing. Games where there’s genuinely a lot more to them than just the adult content, if that makes sense. And aren’t afraid to be dark or morally grey at times.
Would appreciate any suggestions!
r/JRPG • u/Ok_Thing_2501 • 14h ago
Hey r/JRPG!
We're a small team of 4 developers from South Korea, working on a game called Archetype Blue. We just released our demo for Steam Next Fest, so I wanted to share a little about it here!
Archetype Blue is a party-based RPG with roguelike deckbuilding combat. While the combat is a big part of the game, we've actually spent just as much time working on the story, characters, and world.
JRPG is one of our Steam tags, and it's a pretty important part of what we're trying to make.
We wanted to create a world that feels worth exploring, with its own history and mysteries, and a story that gives you reasons to care about the people you meet along the way.
You'll encounter all kinds of companions throughout your journey, each with their own backgrounds, personalities, and stories. We've also put a lot of effort into the relationships and interactions between companions, not just their individual stories. We wanted the experience of meeting new people and getting to know your party to be just as memorable as the battles themselves.
As for combat, you build a party of four, and positioning, character abilities, and card combinations all play a part. We're trying to make battles where you actually have to think about your party composition and how to make the most of everyone's strengths.
Another thing we care about is that we haven't used any AI-generated content in the game. All the pixel art, character illustrations, and music are handmade. It's honestly a lot of work for a team this small, but it's something we wanted to stick to.
Anyway, we're currently participating in October's Steam Next Fest, and our demo is available now!
With so many games taking part, it's been pretty hard to get noticed. We even had trouble finding our own game while scrolling through the festival, haha.
If any of this sounds interesting to you, we'd really appreciate it if you could check out our Steam page, try the demo, or maybe add us to your wishlist. It would mean a lot to our little team.
Steam page:
https://store.steampowered.com/app/2541560/
And if you do give it a try, we'd love to hear what you think, whether it's about the combat, characters, or story.
Thanks for reading! :)
r/JRPG • u/AdUnfair558 • 11h ago
Super Famicom | 1996 | Final Rating: D Tier — 4/10 A beautifully presented but painfully bare-bones RPG in appearance only, dragged down by restrictive puzzle-based battles, poorly explained mechanics, trial-and-error design, thin characters, and a story that never develops enough to make the journey feel worthwhile.
TL;DR is at the end.
When I first started Monstania, I actually thought I was going to like it quite a bit.
Released for the Super Famicom in 1996, it immediately has that polished late-generation look. The graphics are colorful, the sprites are detailed and expressive, and the artwork on the box and in the manual gives the game a lot of personality. It looks like the kind of obscure Super Famicom RPG that might turn out to be a hidden gem.
Then there’s the music.
The soundtrack was composed by Noriyuki Iwadare, who would also become well known for his work on games such as Lunar and Grandia, and the music is easily one of the best things about Monstania. There are some genuinely excellent tracks here, and combined with the colorful graphics, the presentation gave me a very positive first impression.
At the beginning, I was thinking this might be a B-tier game.
By the end, I gave it a D — 4/10.
So what happened?
There Just Isn’t Much Here
The more I played Monstania, the more I realized how incredibly bare-bones it is.
The story begins with Fron and Tia, with Fron obsessed with finding a fairy. Fairies are supposedly no longer found on the island of Monstania, and his search eventually leads into a story involving a mysterious stone, recurring antagonists who want it, and the fate of the island itself.
That sounds like the setup for a potentially interesting RPG.
The problem is that almost nothing gets developed very far.
Characters join you for a few battles and then disappear. You learn very little about most of them. The recurring villains spend much of the game simply chasing the stone without enough characterization to make their motives interesting. When the story finally explains what is going on, the payoff is basicallythat humans are damaging Monstania, the island belongs to the fairies, and therefore the answer is apparently to destroy the island instead.
I found the whole thing pretty underwhelming.
There’s supposedly a mainland outside Monstania, but it’s mostly just mentioned. There aren’t really towns to explore in the traditional RPG sense. There are no shops where you save money and decide what equipment to buy. There’s very little NPC interaction. There’s practically no meaningful character-building.
You finish one section, the game moves you to the next location, and you continue.
Everything is on rails.
This Is Not Really an RPG
The biggest problem I had with Monstania, though, is the battle system. I started the game thinking it was some kind of simplified tactical RPG.
It isn’t.
The best way I can describe Monstania is that it is a puzzle game wearing an RPG skin.
Battles take place on a grid, and whenever you move, the enemies move as well. That initially sounds like it could create an interesting tactical system where you have to consider positioning and enemy movement.
But Monstania gives you almost none of the freedom I associate with an RPG or strategy RPG.
You can’t really grind. Character leveling is essentially scripted around the game’s progression. There isn’t much equipment management. The game largely gives you the weapons and items it expects you to have when it expects you to have them.
So if you reach a difficult battle, you can’t really say any of the following…
“Maybe I should level up.”
“Maybe I should buy better equipment.”
“Maybe I should change my party.”
“Maybe I should build my characters differently.”
You are basically at the strength the game wants you to be. That means most difficult encounters come down to one thing and that is…
Figure out the puzzle!
What Kind of Battle Is This?
This became increasingly frustrating as I progressed.
A lot of battles initially look like normal combat encounters, but they’re really built around some specific gimmick that you have to discover. And sometimes the game does an awful job communicating what that gimmick actually is.
There was a boss against a giant plant where I understood most of the intended strategy. I realized I needed to keep my support character protected while Fron attacked the boss.
The problem was that I didn’t know I could use Jump to cross certain obstacles without opening a path through them. That single missing piece of information completely changed the fight.
Later there’s a battle where you have to protect a laboratory from these green bugs. Even the objective makes it sound like you should defeat some of the enemies to buy time.
Except you can’t really defeat them. You’re supposed to repeatedly flip them onto their backs and stall until enough time has passed.
Tia’s Sing ability is extremely useful because it can knock them all over, and an arrow you receive earlier can pierce multiple enemies.
Did I know either of those things was going to matter?
Not really.
Items and equipment are often just handed to you after battles, so they don’t necessarily stick in your mind the way something you deliberately bought or equipped would. Skill descriptions are also vague although some information is in the manual. You might know roughly what an ability does, but not its exact range, area of effect, or targeting behavior.
In a game where positioning is everything, that information matters. There were plenty of moments where I would use an ability and basically discover through trial and error whether it could even hit the enemy I wanted.
Dying Just to Learn the Rules
This became my biggest issue with the game.
There were too many battles where I felt like I had to die first just to understand what kind of battle I was playing.
Am I supposed to kill everything? Protect somebody Survive for a certain amount of time? Ignore endlessly respawning enemies? Use one specific skill? Stand in one specific place? Trigger something on the map?
The game frequently doesn’t make that clear enough before you’re already committed to the encounter.
Near the end there’s an especially ridiculous sequence involving a giant rolling iron ball coming down a hallway.
You need to figure out that one character should hide in a small safe area, use the other character to trigger the ball, run back, get both characters into the safe spot, and let the ball roll past.
How are you supposed to know all of that ahead of time?
You basically have to see what happens, die, try something else, die again, and gradually figure out what the designers expect.
And even when I knew what I was supposed to do, enemy positioning could get in the way and make actually reaching the safe area annoying.
Immediately afterward, the game throws strong fire salamanders at you that can attack from range, take a lot of punishment, and are especially annoying when your own attacks can miss.
By this point, I was completely exhausted with the combat.
The Colored Triangle Puzzle
Then there’s one late-game puzzle involving colored triangles. At first I couldn’t figure out what I was supposed to do at all. This was something like right out of Terranigma.
Eventually I learned that Fron can pick the triangles up and move them. Once I knew that, the puzzle itself wasn’t even especially difficult. But that’s exactly the problem.
I didn’t know picking up objects was something I was supposed to consider or I could even DO in the game.
I really dislike when games suddenly require a mechanic that they have barely taught or reinforced beforehand. If picking up and moving objects is going to be important in a late-game puzzle, the game should introduce that interaction much earlier and make sure the player understands that it is part of their normal set of tools.
Good puzzles should make me think,
“Oh! I know what I can do here. Now how do I use those mechanics to solve this?”
Not…
“Wait, I can do that?”
Those are very different kinds of difficulty.
Some Puzzles Were Actually Satisfying
To be fair, I didn’t hate every puzzle.
Earlier in the game, there’s a section where you have to clean the floor of a restaurant by moving over the tiles in a continuous route. There are three puzzles like this.
The second one probably took me about half an hour, and while I was doing it I thought the whole thing was kind of stupid. But I somehow managed to solve all three without looking up a guide. And when I finished them, I actually felt pretty satisfied.
That showed me that my problem isn’t simply that Monstania contains puzzles.
My problem is when the game doesn’t properly communicate the rules of those puzzles, especially when those puzzles are disguised as RPG battles.
A Seven-Hour Game That Felt Much Longer
Monstania took me about seven hours to finish. That sounds extremely short for an RPG. And yet somehow, it felt much longer.
I usually have about an hour in the morning to play games before I have to get ready for work. I want that hour to feel meaningful. I want to feel like I made progress.
There were mornings with Monstania where I could spend 30 minutes repeatedly dying because I was trying to figure out the gimmick of one battle.
Then I would finally finish it and think,
“Okay. That’s enough Monstania for today.”
That might be the most damaging thing I can say about the game. Even though it’s incredibly short, I rarely wanted to play it for a long stretch.
It never created that feeling of wanting to see the next area or play just one more hour. A difficult game can still be enjoyable if the difficulty feels fair and gives me ways to improve.
Maybe I can level up. Maybe I can find better equipment. Maybe I can learn the combat system better.
But when difficulty comes from repeatedly dying until I understand an encounter-specific gimmick, I don’t find that satisfying. Likewise, I don’t enjoy games that require hours of grinding just to progress. Both waste my limited gaming time in different ways.
Monstania unfortunately fell into that first category far too often.
Great Presentation, Thin Game
And that’s what makes Monstania so disappointing. There clearly was talent behind this game. The graphics are beautiful. The sprites are excellent. The colors are vibrant. The box and manual artwork are fantastic. Iwadare’s soundtrack is genuinely great.
Everything about the presentation makes Monstania look like there should be a bigger, richer RPG underneath it.
There just isn’t.
I’ve started noticing something while playing some of these more obscure Super Famicom games that never received English localizations.
Sometimes the packaging works incredibly hard to sell you on the experience.
Monstania’s packaging plays up its mixture of action, puzzles, and RPG elements. Looking at the box and manual, you get the impression that this is going to be some ambitious hybrid adventure full of different gameplay systems.
Then you actually play it.
There’s no real exploration. No meaningful economy. Barely any equipment management. No traditional leveling system. Almost no NPC interaction. Very little character development.
And the majority of your time is spent solving highly controlled puzzle encounters.
With some of the weaker games I’ve played, I’ve noticed this funny contrast where the box is doing a much better job selling the adventure than the game itself does delivering it.
Monstania might be the best example yet.
From B to C to D
What’s funny is watching how my opinion changed while I played.
At the beginning.
B tier.
The presentation was great, the battle system was unusual, and I was interested to see where it went.
Then…
C tier.
I started realizing how bare-bones the RPG elements were and how much the battle system was really just a collection of puzzles.
And finally.
D tier.
The closer I got to the end, the more tedious the battles became. I stopped looking forward to playing. The story never developed enough to make up for it, and the puzzle combat became increasingly frustrating.
That puts it alongside the Super Famicom Tenchi Muyo game for me. They’re different games, but they have something in common. There just isn’t enough there.
Monstania is certainly much prettier and has vastly better music, but presentation can only carry a game so far.
If the main thing I spend my time doing in a game isn’t fun, great graphics and music can only save it so much.
And Then It Just Ends
Maybe the most fitting thing about Monstania happens after you beat it. The credits finish. And then the screen goes black.
That’s it. No music. No “The End.” No final message. No little closing image. Nothing.
Just a black screen.
And honestly, that might be the perfect ending for Monstania. The entire game constantly feels like there should be something more.
More character development. More exploration. More RPG systems. More freedom in the battles. More story. More substance.
The presentation keeps suggesting that there is a larger adventure waiting underneath everything. And then, just like that black screen after the credits, you eventually realize…
There isn’t.
Final Rating: 4/10 — D Tier
TL;DR: Monstania is a beautifully presented but extremely bare-bones game that looks like an RPG while playing more like a series of puzzle rooms. There’s almost no traditional progression, no grinding, no shops, very little equipment management, barely any NPC interaction, and most battles revolve around figuring out a specific gimmick rather than developing your own strategy. Too often I felt like I had to die first just to understand what the game wanted me to do, whether that meant protecting an NPC, stalling immortal enemies, avoiding a giant rolling ball, or using a mechanic the game barely explained. The graphics are colorful, the sprites are great, and Noriyuki Iwadare’s soundtrack is easily the highlight, but the story and characters are too thin to make up for how tedious the combat became. It took me about seven hours, yet somehow felt much longer because I rarely wanted to play more than a few battles at a time. Even the ending feels unfinished: the credits roll, the screen goes black, and that’s it. 4/10. D TIER.
Next up: Super Mario RPG — Square and Nintendo’s 1996 Super Famicom classic. I’ve already made it to the Forest Maze, and so far I’m enjoying this game even more than I remembered.
r/JRPG • u/VashxShanks • 17h ago
r/JRPG • u/PhantomBraved • 1d ago
r/JRPG • u/VashxShanks • 17h ago
r/JRPG • u/clockwork_music07 • 16h ago
By far the most time I've spent of a JRPG. Couldn't get through DQ7 and felt done when I reached DQ11's endgame. Also, Dragon Quest 11s MC is so boring and lame, bootleg Trunks minus all the sauce.
I find 5's story really intriguing.
Great series though.
R.I.P Toriyama Sensei. Real expressive art style that is such eyecandy at times!

r/JRPG • u/slowth95 • 2h ago
Hello everyone,
I bought Dragon Quest XI S for the Switch 2, but I still haven’t even opened the box yet. I’ve seen a lot of mixed reviews about this game, and that’s what’s really making me hesitate.
Just to clarify, I’ve never played a Dragon Quest game in my life. A lot of people say it’s the best entry for newcomers, but that the game has a ton of flaws: very easy difficulty, a lot of back-and-forth running around, a cliché and predictable storyline, an uncharismatic hero, repetitive OST… In short, it’s pretty paradoxical, given that so many people love the game and consider it the best in the series. Despite all that, the game’s world and its spirit of adventure really appeal to me.
I’d love to hear your thoughts.
I love JRPGs—even though I haven’t played that many.
I love the older Final Fantasy games, and I really enjoyed Xenoblade Chronicles 2, Battle Chasers: Nightwar, and Ruined King. I tried Persona 5 but didn’t really get into it.
r/JRPG • u/GargantaProfunda • 1d ago
Source is : https://shmuplations.com/parasiteeve/
This collection of Parasite Eve interviews originally appeared in various magazines (Dengeki Playstation, Hyper Playstation, and The Playstation) from 1997-1998. As Square's first major US-Japan production, much of the discussion covers the logistics of that collaboration and the challenges of recreating Parasite Eve's New York setting. Along the way, the team also shares a wealth of insights into the character and world design.
r/JRPG • u/Fritolex • 18h ago
r/JRPG • u/TurbulentTopic39 • 1d ago
r/JRPG • u/LuchaGirl • 1d ago
Game Title: Final Fantasy Resonance
Platforms:
Trailer:
Review Aggregator:
OpenCritic - 85 average - 91% recommended - 71 reviews
COGconnected - Stephan Adamus - 95 / 100
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Cat with Monocle - Seth Hay - 5 / 5
Final Fantasy Resonance is a purrtastic love letter to classic Final Fantasy, delivering an entertaining journey with gorgeous pixel art, a fantastic soundtrack, and strategic turn-based combat. It’s a must-play RPG for longtime fans and newcomers are welcome to ride this chocobo.
Console Creatures - Matt Sowinski - 9 / 10
Final Fantasy Resonance celebrates the series while reinventing the mobile game it's based on. The writing is great, with deep characters and story moments that stayed with me after the credits rolled. Rain and company are great leads, with the villains being just as strong. Combat is a blast, inviting plenty of experimentation with the Visions, even if the final hours drag with similarly lacklustre dungeons. There may be issues, but they get lost in the bombast, gorgeous cutscenes and environments that make full use of the HD-2D art style. Final Fantasy Resonance is fantastic, and I hope we return to this world for the rest of the mobile game's story arcs. It's one I'd be happy to return to.
Console-Tribe - Simone Cantini - Italian - 90 / 100
Final Fantasy Resonance proves that looking to the past can be the best way to rediscover a franchise's identity. Square Enix delivers a rewarding JRPG packed with nostalgia, deep combat, and vast exploration. Despite minor narrative flaws and localization limits, it's a triumphant return to classic airships, crystals, and turn-based battles. Sometimes, to move forward, you must remember where you started.
Playing Final Fantasy Resonance, one is repeatedly struck with the feeling of how much better the games it references are than this game. The sprites are absolutely awesome and the ‘job’ system is pretty cool, but that is about the limit of its good points. Combat is frequent, long, grindy and repetitive. The story goes nowhere, and it’s sad when the two-minute vignettes of the heroes from past games are far more interesting than the actual story taking place.
DayOne - Aarsal Masoodi - 9 / 10
Final Fantasy Resonance is a triumph in recreating and repurposing an almost decade-old mobile game. While it can stumble a little in the process, such as dungeons often being too small, or optional encounters being too repetitive, my issues with the game seem to revolve around simply wanting more. Resonance is a celebration of the traditional Final Fantasy formula and a reminder of just how damn well that formula still works.
With a surprisingly deep cast of characters, a combat system full of variety and choice, fantastic visuals and a grand soundtrack to bring it all together, Final Fantasy Resonance isn’t just a worthy game in the series; it’s one of the best in the franchise.
Digitec Magazine - Kevin Hofer - German - 5 / 5
«Final Fantasy Resonance» feels like coming home. It delivers everything I’ve missed since «Final Fantasy X»: turn-based combat that makes me think and a story that makes me feel like I’m part of it rather than just watching from the sidelines. On top of that, it boasts the most beautiful HD-2D visuals I’ve seen yet. It’s essential for fans of classic Japanese RPGs – and the best «Final Fantasy» in 25 years, as far as I’m concerned.
DualShockers - Murillo Zerbinatto - 10 / 10
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GAMES.CH - Steffen Haubner - German - 78%
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Game Lodge - Jean Kei - Portuguese - 8 / 10
Final Fantasy Resonance is a game that stirred up a lot of different feelings in me. While I feel that it stands completely on its own and could be a numbered entry in the series, I also feel that half of the affection I had for the game is due to the weight that the entire franchise carries. These somewhat contradictory thoughts ran through my entire experience, during which I really enjoyed the game, but also had some low points with it.
GameRant - Josh Cotts - 9 / 10
Final Fantasy Resonance delivers thrilling turn-based combat, gorgeous HD-2D visuals, and a heartfelt tribute to the series.
Despite its exhilarating gameplay, FF Resonance is far from perfect. At times, it plays things too safe, holds your hand a little too tightly, and feels far too easy before finally showing its teeth. You could pick apart its flaws and draw up a lengthy list of grievances, but then a single battle, a familiar melody, or a beautifully staged cutscene comes along and makes it all seem rather trivial. Not because nostalgia blinds us to its shortcomings, but because the game reminds us, with Bahamut's might and Shiva's grace, what Final Fantasy is all about.
Gameliner - Simon Verbeke - Dutch - 4.5 / 5
Final Fantasy Resonance may not be absolutely perfect, but this release is certainly a promising sign. Promising because it proves that Square Enix is indeed still capable of—and willing to—create good, classic turn-based Final Fantasy games.
Gamer Guides - Lexi Luddy - 63 / 100
While avoiding being outright bad in any regard, Final Fantasy Resonance does little to captivate the player. The combat system is by far the best element, but largely seems like a reworking of an idea more successfully executed in the Octopath franchise. And while moments of characterization are charming and well written, the actual narrative only pinballs between tropes until it winds up at a rote climax. Despite being positioned as a celebration of the series, it does little but half-heartedly play a couple of the hits and ask you if you remember the good old days.
Gamer Social Club - Harry Glynn Jones - 8.5 / 10
Final Fantasy Resonance might not push the series forward in any radical way, but it is true to its name, highlighting the elements of Final Fantasy that have echoed throughout the series and resonated with fans over the decades. The Visions system sits at the core of the game, giving the series’ history a tangible place in both combat and character progression, and exemplifying Square Enix’s masterful reworking of familiar themes and mechanics. Despite some unfortunate spoilers and safe narrative design, Resonance’s stunning blend of 2D and 3D visuals, majestic soundtrack, engaging combat, and hours of rewarding content helps bring these elements together in an adventure that feels quintessentially Final Fantasy.
Gamers Heroes - Johnny Hurricane - 85 / 100
Featuring turn-based combat, HD-2D visuals, and plenty of returning characters, Final Fantasy Resonance is a nostalgic treat perfect for old-school Final Fantasy fans.
IGN Italy - Silvio Mazzitelli - Italian - 8 / 10
The experiment of imagining how an old-school Final Fantasy might evolve has been a success. Square Enix took the mobile game Brave Exvius and, from its ashes, built a title that revives a narrative formula faithful to the traditions of the past, with well-developed characters and good plot twists, even if it doesn't offer anything truly original. At the same time, it recreates an entire world to explore, just like in the JRPGs of yesteryear: in some cases, it does so perhaps a bit hastily, but the overall result is truly excellent, thanks above all to one of the best implementations of HD-2D graphics ever seen.
IGN Spain - Alejandro Morillas - Spanish - 8 / 10
Final Fantasy Resonance is a tremendously enjoyable adventure, with fast-paced combat that encourages experimentation and a very well-balanced progression system. Its spectacular HD-2D presentation and magnificent soundtrack round out a JRPG that knows how to make the journey a constant pleasure.
INVEN - Hongman Yoon - Korean - 8.1 / 10
'Final Fantasy Resonance' is a gift to fans who have been looking forward to a new Final Fantasy title crafted in HD-2D. From its visuals to its systems, the game is filled with elements that evoke nostalgia for the series' past. It also delivers an almost flawless remake experience. However, those hoping for something truly different may find themselves a little disappointed.
Kakuchopurei - Jonathan Toyad - 70 / 100
You can't ignore the fact that this new Final Fantasy game is cleary showing its "resurrected gacha game" aesthetics even with the new HD-2D touch-up. Its story is also pretty standard and hits all the familiar notes despite its charming heroes and side characters. Nonetheless, Final Fantasy Resonance scratches that turn-based JRPG itch you need, albeit in a familiar package.
Lords Of Gaming - Arless Lewis - 9 / 10
Final Fantasy Resonance captures the appeal of classic Final Fantasy with strong writing, beautiful presentation, flexible Visions, engaging summons, and rewarding nostalgic connections. Limited maps, repetitive dungeons, delayed encounter controls, unclear dialogue choices, and overly forgiving early combat hold it back, but never overshadow its strengths. For me, it feels like the team’s best work—an adventure absolutely worth your time, with the potential to become a cult classic and one of its biggest successes outside Octopath.
Manual dos Games - Luiz Henrique Silva - Portuguese - 9.5 / 10
Final Fantasy Resonance masterfully delivers on its promise to bring the Final Fantasy franchise back to its roots, offering an emotional story filled with memorable characters alongside a fun and rewarding combat system. It lays an excellent foundation for the franchise's future, both for the HD-2D formula and for potential mainline entries that may embrace turn-based combat.
MondoXbox - Valerio Tosetti - Italian - 8.3 / 10
Final Fantasy Resonance turns the foundations of Brave Exvius into a richer, more ambitious traditional JRPG. Solid combat, the freedom offered by the Visions, gorgeous HD-2D visuals, excellent sound, and respectful fan service sustain an adventure of over sixty hours. The story is slow and uneven, and the lack of Italian localization weighs more than expected, but it remains a fun, rich celebration of the saga.
Netto’s Game Room - Benjamin Bell - 5 / 5
Final Fantasy Resonance is an unforgettable return to the golden age of turn-based RPGs and HD-2D at its absolute finest.
Nintendo Life - Mitch Vogel - 8 / 10
Final Fantasy Resonance is a strong return to an older style of Final Fantasy, building a thrilling adventure around a classic JRPG design structure that's bolstered by decades of modern game design lessons. A flexible job system, thrilling overworld exploration, and gorgeous implementation of HD-2D all come together to make this one an easy recommendation to any fans of JRPGS new or old.Hopefully this isn't the last time that Square Enix experiments with traditional design for its flagship franchise; Final Fantasy Resonance proves the developers haven't lost the ability to connect with what made it great back in the day.
NintendoBoy - Angelus Victor - Portuguese - 8.5 / 10
Final Fantasy Resonance is a true “celebratory title” that not only honors and pays tribute to the classic era of Final Fantasy, but also brings the beloved story of Brave Exvius to life in a format that everyone can enjoy.
NintendoWorldReport - Jordan Rudek - 10 / 10
I've pined for years to see this beloved series return to its roots, instead of leaning into genres that don't really represent what Final Fantasy is. Resonance, more than anything else, understands what made early Final Fantasy so endearing and enduring. If you've missed fully turn-based battles, quirky pixelated characters, and all of the classic '90s Final Fantasy charm, Resonance is guaranteed to resonate with you.
One More Game - Vincent Ternida - 8.5 / 10
Final Fantasy Resonance builds on the foundation of Final Fantasy: Brave Exvius, transforming its source material into a fully realized console RPG while adding enough new ideas to stand on its own. The Vision system and Stagger Battle System add meaningful depth to both combat and progression, strengthening the connection between the game's narrative themes and its gameplay mechanics.
Ultimately, Final Fantasy Resonance is both a celebration of Final Fantasy's storied legacy and a compelling RPG in its own right. With its engaging combat, expansive world, memorable cast, and stunning presentation, it delivers an adventure that feels both nostalgic and refreshingly modern.
PSX Brasil - Thiago de Alencar Moura - Portuguese - 90 / 100
While it still leaves plenty of content from the game that inspired it for future sequels, Final Fantasy Resonance brings one of Square Enix's best games of the last decade to consoles. The title features excellent characters and narrative, combat that captures the best of the series' classics without the limitations of a mobile game, and a beautiful visual overhaul in HD-2D. If you're a Final Fantasy fan, you'll love the experience.
Pizza Fria - Lucas Soares - Portuguese - 8.7 / 10
If you miss the FINAL FANTASY RPGs built around crystals, magic, abilities, and turn-based battles, RESONANCE deserves your attention. And even if your preference lies with the modern chapters of the series, there's a great adventure waiting for those who decide to get to know Rain, Lasswell, and Fina.
PlayStation Universe - Garri Bagdasarov - 9 / 10
There is a lot to love about Final Fantasy Resonance. Its charm is undeniable. Its great cast of characters, fantastic combat, and in depth customization help it stand out in a crowded field.
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ProjectN - Ítalo Guttemberg - Portuguese - 85%
Final Fantasy Resonance shines by balancing the franchise's rich heritage with a modern and exciting pace. The title goes a bit beyond a beautiful HD-2D presentation, delivering agile combat that respects the player's time. The game ensures you care about your team, making Rain and Lasswell's journey an easy recommendation for both nostalgic veterans and those discovering the magic of the crystals for the first time.
Push Square - Robert Ramsey - 8 / 10
Square Enix has hit on something surprisingly special with Final Fantasy Resonance. While its story and characters struggle to break away from being all too predictable at times, its old-school, turn-based gameplay is fantastic.
RPGamer - Imani Jones - 4.5 / 5
Final Fantasy Resonance does an outstanding job of recreating what made the classic Final Fantasy games so beloved. Square Enix has been refining HD-2D for years, and Resonance is its strongest showcase yet.
SmashPad - Danreb Victorio - 4.5 / 5
Everything in Final Fantasy Resonance works and fits as it should. The best part is that this can be your first Final Fantasy game, and it'll be a great place to start. Resonance's characters are likable, and the battle system is easy to learn but has enough depth for min-maxers to enjoy. I'm really trying to think about things I don't like about the game, but I can’t. It doesn't get much better than that kind of praise.
TechRaptor - Erren Van Duine - 9.5 / 10
Final Fantasy Resonance is a spectacular RPG that captures the Final Fantasy experience of old. Equipped with a modern vision (pun intended), it offers a compelling story and hours of exciting battles and exploration.
The GameSlayer - Callum Marshall - 9 / 10
Final Fantasy Resonance is a glorious celebration of Final Fantasy's illustrious history, with fanfare in abundance, and a blend of modern and retro ideals. Boasting pristine pixel-art, a typically superb score, and nostalgia-fueled battle systems, Resonance is a game for Final Fantasy purists that want to revel in all the franchise has offered us down the years.
The Nerd Stash - Julio La Pine - 9.5 / 10
Final Fantasy Resonance is easily one of the best turn-based RPGs of recent times and a standout Final Fantasy title, a love letter to the legendary franchise.
The Outerhaven Productions - Andrew Agress - 4.5 / 5
Final Fantasy Resonance may not reinvent the airship, but it incorporates every mainline Final Fantasy title—directly, as classic characters appear as Visions, or indirectly, through a story that draws from every installment. It’s a splendid celebration of the series ahead of its 40th anniversary.
TheSixthAxis - Dom Leighton - 8 / 10
If you're left cold by the modern Final Fantasy games, Final Fantasy Resonance returns you to a simpler time, offering old-school action and a decent narrative, while wrapping it in a delightful visual wrapper.
VGC - Dave Aubrey - 3 / 5
Final Fantasy Resonance is a fun JRPG releasing just when I personally needed a classic turn-based experience, but in a world with HD-2D releases of classic Square Enix games and Pixel Remasters of the first six Final Fantasy games, Resonance just isn’t an essential experience. Final Fantasy Resonance doesn’t have to do anything new to be a good game, but something fresh could’ve made it a great one.
Video Chums - Mary Billington - 8.1 / 10
The mix of new and old in FINAL FANTASY RESONANCE makes for an engaging story with a visceral battle system and a world that's a joy to explore. However, I wish the visions mechanic was more central to the game and its writing can be eye-rolling at parts. 🔮
WayTooManyGames - Heidi Hawes - 9.5 / 10
In a time where video games are so often divisive and trying to please everyone seems impossible, Final Fantasy Resonance might just be the closest game in a long time we’ve gotten to pulling that off.
Worth Playing - Chris "Atom" DeAngelus - 9 / 10
The story in Final Fantasy Resonance has a few baffling decisions, and its romance subplots occasionally stumble into uncomfortable territory. Still, those shortcomings don't outweigh the strengths of its combat, progression systems, and old-school design. If you can look past its narrative missteps, Resonance is exactly the kind of throwback longtime Final Fantasy fans have been waiting for.
Xbox Achievements - Richard Walker - 80%
Forget, for a moment, that Final Fantasy: Resonance is inspired by a defunct mobile game from eleven years ago, and instead consider the RPG experien...
ZTGD - Terrence Johnson - 9.5 / 10
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r/JRPG • u/messem10 • 1d ago
r/JRPG • u/KaleidoArachnid • 11h ago
Pardon me for making a new post here because lately I was wondering about how console RPGs could focus on a specific idea like loneliness where the game has a moody vibe because one person struggles to find friendship.
I mean, don’t get me wrong in that I appreciate whimsical RPGs about people working together as a team with games like the NIS works for instance as it’s just that I often spend my time on social media to find escapism from reality that I suddenly became interested in seeing how JRPGs could use compelling stories centered around loneliness as a concept with compelling turn based gameplay design as the idea sounded interesting to me in ways I cannot explain.
r/JRPG • u/NoPerformance1073 • 4h ago
I have not played in about 6-8 months, I barely remember anything, and when I did the same thing with 5 I was lost and severely unready for the final dungeon. Im about to finish Dragon quest 7 and was about to finish 3, but im so lost in the middle of tartarus and my quests are all over the place, I feel like I should restart, but I am also 45 hours into it, and feel like I wasted that time, but then again, I replayed 5, so maybe im just over reacting. Im just busy with work and life and trying to find the time to actually play a game I like is a big decision. Also since portable doesnt have the last bit of the story, but its what I have and I love persona. I could always play 5 again.
TLDR: should I delete a 45 hour save file if im no longer enjoying myself fully after a long break
r/JRPG • u/Keepmakingaccounts • 1d ago
I played so many jrpgs on 3ds, but I haven’t really been able to get into them on switch
Looking for a turn based where you make the whole party and I’m fine with non-existent story for good gameplay (subjective criteria, almost useless to mention) I’ve been looking it up, but it seems what was rare then is even rarer now.
My favorites were Legend of Legacy and 7th Dragon iii code vfd
lol had pre-made party members and no classes. The battle system, the minimal story, and exploration made it great even tho there wasn’t character creation besides weapon system
7th dragon let me make the whole team entirely, that’s the sort of thing I’m looking for. (Also awesome battle system)
I’ve got disgaea 5 but I only really got 12 hours in and it really didn’t click. I might restart and give it another shot tho.
I’m not really the target for most fanservice sadly. So while there’s some cute boy classes… a lot of them are ugly compared to the girls.
“Moe style” boys, muscular men and everything in between that’s what I’m into.
I was looking at mugen souls (z) cuz it’s on sale and because there’s character creation. But it seems more waifu oriented being an older port. (Bathing minigame in the trailer 💀) And there’s a set main character which I’m not really into
(I’ve got Etrian Odyssey remakes, but they didn’t hit like the ones on 3Ds)
r/JRPG • u/Lord_Mystic12 • 1d ago
Personally, while my favourite JRPG is the xenoblade series, the coolest name ever has to be Final fantasy. I don't remember the lore behind the name, but I don't think there will ever be a name as powerful as Final Fantasy. You could erase the history of JRPGs and the name Final Fantasy would probably never show up again. (This has no bias btw, I've literally only played 4 and 7)
From the same company, I'd probably put Kingdom hearts up there too.
r/JRPG • u/NahadothChaos • 1d ago
I got into fire emblem a couple of months back after playing 3 Houses thanks to a random tiktok and realized I really loved srpgs. Didn’t even know that was a genre before then. I’ve been looking for alternatives since then but nothing has really caught on.
I recently finished Fortunes Weave and absolutely loved it, but now I’m desperate for an alternative.
I’ve tried a lot of the usual recommendations people give here but the artstyles and graphics fail to capture me. While the gameplay is fun, I can never get over the graphics long enough to finish them. I’ve tried FF tactics but the artstyle looked too outdated for my liking, not to mention the ui.
I’d like games like the newer fire emblem games with 3d graphics when it comes to the battles and maps, if that makes sense. And if it’s not 3d, then very pretty and vibrant pixel art like Stardust: wish of which that’s fully animated.
Please share some recommendations with the following:
I don’t really care about the story so it’s okay if that part of the game is weak.
I found a random game on steam called Celestial Descends that’s similar to what I’m looking for but I want more recs. And of course there’s Stardust wish of witch which was a great surprise.
I play on pc and switch 2.
r/JRPG • u/ThePeanutFreeTable • 8h ago
Trails is a series I always meant to get around to, and these remakes were my sign that the time is now. I regret not playing earlier, but I’m so excited to start now. I’m hooked and will be playing every title. Glad to be a newcomer to the fandom! Any Nihon Falcom fans here? I’ve already fallen in love with the worldbuilding, characters, and storytelling, and I can tell this is going to be a series that stays with me for a long time. I have a LOT of catching up to do!