The Beauty Of Turn-Based Combat Done Right, Pt. 1
https://basementmtl.blogspot.com/2014/10/the-beauty-of-turn-based-combat-done.html
It’s only fitting
to be critical of things you hold dear. At least, that’s my thinly veiled
excuse for why I consider myself to be a horribly demanding JRPG enthusiast. I
torture myself by playing almost any JRPG I can get my hands on, but often
label my experiences as resoundingly mediocre.
What’s that you say? The world is on the brink of social and economic
collapse and only my group of 13-year old amnesiacs can save it? And the best
way to accomplish this feat is by inexplicably approaching and engaging in
conversations with strangers, and accruing riches by ransacking village homes
and talking to their dogs? The genre is silly and bloated by so many tropes
that a part of me dies every time I see one spring to life in yet another
pre-industrial world whose basis for religion, art and culture has flourished from
one of four crystals.
Sadly,
combat is generally worse. Turn-based and tactical RPGs (among my favourites in
the genre) are particularly notorious for their static or inorganic
presentation of visual information and feedback, with one side waiting to be
assaulted before being able to strike back. Thankfully, I’ve come across hidden
gems whose dormant depth is elevated by thoughtful cinematography and fluid
animations. In part 1 of a 2-part series, I detail what makes some of the genre’s
best combat systems so great.
Front Mission 5
The Front
Mission series is generally distinguished from its contemporaries for leaning
quite heavily on its tactical bend, at the expense of its light RPG mechanics.
In fact, Front Mission is not traditionally even considered an RPG; though I’m
somewhat lenient using the term myself, and thus include it within the genre.
Your party
consists of Wanzers, predominantly bipedal mecha that can be completely
customized, similar to the Armored Core series. Whenever a party member attacks
or is attacked by a foe, the camera pans in to a scene of the two Wanzers
attacking one another. Front Mission 5, one of the most recent entries in
the series, takes things a step forward by introducing links, a system which
enables allies and enemies within range of the selected attacker to participate
in combat too. Combat skirmishes feel busy and dynamic, but are grounded in a
turn-based design. It’s brilliant, frankly.
Resonance of Fate
I assert
that Nolan North’s singular purpose in life was to play as Vashyron, a blond
devil may care mercenary who’s day-to-day involves attacking mutants and
dressing like Ryo Hazuki from Shenmue. Also, the combat in Resonance of Fate
is stunning. Each of your three party members takes turns moving along a
single line while building up an attack metre, enabling them to shoot at
enemies. Each party member can equip handguns, machine guns, or grenades, with
each serving a very specific role in combat. It’s a droll explanation for
arguably the most stylish combat system in the genre:
Valkyrie Profile
There’s a
poetic beauty to how Valkyrie Profile’s combat plays out: the player
attacks enemies by using four party members, each of which is assigned to one
of the PS1/PSP’s four face buttons. Its simplicity and innovative approach to
combat both hold up really well, even today. Much of the
system’s depth lies in its ability to allow players to time their attacks,
cascading one party member’s animations into another’s so as to maximize
damage:
Tune in
next week, where I’ll discuss three other JRPGs whose turn-based combat systems
are marvellously entertaining. Or don’t, and live the rest of your meaningless
and dynamic life in ignorance.