The Beauty of Turn-Based Combat Done Right, Pt. 2
https://basementmtl.blogspot.com/2014/10/the-beauty-of-turn-based-combat-done_29.html
It’s only
fitting to be critical of things you hold dear. At least that’s my thinly
veiled rationale 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.
Sadly,
combat is generally worse. Turn-based 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 2
of this 2-part series, I continue to outline what makes
some of the genre’s best combat systems so great. This week I move into the
obscure, and delve into some great oldies.
Legend of Legaia
Legend of Legaia has aged quite poorly. The game’s once
cutting edge graphics are now crude 3D sprites that do Minecraft justice.
Thankfully, the game’s combat is wonderful, even today. In order to attack
enemies, the player chooses between high, low, weapon and magic attacks, which
can be strung together similarly to certain fighting games. Interestingly,
certain combination strings create special attacks.
The genius
of this system is that it forces a player to impulsively chart out various
combinations, in the hopes that stabbing a bee three times and then kicking it
will also trigger a twirling fire uppercut.
Also noteworthy is how diverse these special attacks are, which goes a
long way to alleviating the monotony of fighting the same common enemies over
and over again.
Shadow Hearts: Covenant
Shadow Hearts: Covenant introduced a combat mechanic known
as the Judgement Ring, which requires players to time a number of
button-presses along a ring prior to attacking and negotiating price deals when
shopping. Interestingly, some of the Shadow Hearts team were involved with the development of Lost Odyssey, which had a similar, if simplified, ring
system present in their combat as well. I imagine that this ring is analogous
to the torrent of emotions that flow through our minds prior to making a
decision or engaging in some activity requiring a degree of our dexterity. It
helps me to sleep when I over-intellectualize good game design.
Xenosaga Episode II
Ah the
black sheep. Her burly wool is filled with sharp and pointed opinions that
common enemy encounters should walk the line between obscene difficulty and
carefully rendered attack strings that enable you to fell a series of enemies
in several well thought-out combat attacks. It’s a dogmatic combat system which
refuses to allow players to approach encounters any other way other than the
single way required to defeat each enemy. What’s more, each character’s attack
combos are imbued with particular properties, forcing players to constantly
shift their party often during each combat scenario.
Needless to
say, many people did not enjoy poor Xenosaga Episode II, and especially despised its
combat. I am not one of these people. I felt that the game’s rigid system was
refreshing. Combat encounters were more about trying to identify enemy
weaknesses, and then exploiting them. In this way, first time encounters with
new enemies lent themselves to a tense feeling of anxiety, similar to how I
felt while playing Demons’ Souls.
Also, the choreography used to telegraph attacks was splendid.
Final
Thoughts
I’ve just
covered six RPGs whose combat systems remain shining examples of turn-based
combat done right. Each is refreshing in its uniqueness, as well as outwardly
dynamic. My advice: in order to get the most of each, I urge you play them all
at once.
I vaguely remember playing Shadow Hearts and I think I actually have your copy in my collection. I never liked Xenosaga truth be told, never got into it. Lastly, I do not believe I've ever tried Legaia unfortunately.
ReplyDeleteShadow Hearts has likely aged the best out of the three games mentioned here. Its straightforward but involving combat system is the most straightforward of games I've listed, but the game's got so much heart that it's hard to be made at the developers for their combat design decisions.
ReplyDeleteThat said, the other two games offer unique combat experiences as well, and they often feel more dynamic than a turn-based combat system ought to.