r/JRPG 2d ago

Weekly thread r/JRPG Weekly "What have you been playing, and what do you think of it?" Weekly thread

13 Upvotes

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.

Please also make sure to use spoiler tags if you're posting anything about a game's plot that might significantly hurt the experience of others that haven't played the game yet (no matter how old or new the game is).

Since this thread is likely to fill up quickly, consider sorting the comments by "new" (instead of "best" or "top") to see the newest posts.

For a subreddit devoted to this type of discussion during the rest of the week, please check out /r/WhatAreYouPlaying.

Link to Previous Weekly Threads (sorted by New): https://www.reddit.com/r/JRPG/search/?q=author%3Aautomoderator+weekly&include_over_18=on&restrict_sr=on&t=all&sort=new


r/JRPG 4d ago

Weekly thread r/JRPG Weekly Free Talk, Quick Questions, Suggestion Request and Media Thread

4 Upvotes

There are four purposes to this r/JRPG weekly thread:

  • a way for users to freely chat on any and all JRPG-related topics.
  • users are also free to post any JRPG-related questions here. This gives them a chance to seek answers, especially if their questions do not merit a full thread by themselves.
  • to post any suggestion requests that you think wouldn't normally be worth starting a new post about or that don't fulfill the requirements of the rule (having at least 300 characters of written text or being too common).
  • to share any JRPG-related media not allowed as a post in the main page, including: unofficial videos, music (covers, remixes, OSTs, etc.), art, images/photos/edits, blogs, tweets, memes and any other media that doesn't merit its own thread.

Please also consider sorting the comments in this thread by "new" so that the newest comments are at the top, since those are most likely to still need answers.

Don't forget to check our subreddit wiki (where you can find some game recommendation lists), and make sure to follow all rules (be respectful, tag your spoilers, do not spam, etc).

Any questions, concerns, or suggestions may be sent via modmail. Thank you.

Link to Previous Weekly Threads (sorted by New): https://www.reddit.com/r/JRPG/search/?q=author%3Aautomoderator+weekly&include_over_18=on&restrict_sr=on&t=all&sort=new


r/JRPG 2h ago

Recommendation request What should we play next?

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97 Upvotes

About to wrap up Final Fantasy 6 PR with my 10yo daughter. Instead of moving straight to Final Fantasy 7, I figured to take a quick side detour with a non-FF JRPG. These are the four that immediately popped up in my mind. Lunar and Grandia would be through their Switch remasters and BoF’s would be through my OG discs on PS3.

For what it’s worth, her favorite game of all time is Chrono Trigger.


r/JRPG 12h ago

Question Which one should i play?

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133 Upvotes

Metaphor Refantazio I've had on ps5 since late 2024 but still havent gotten around to playing it, i love atlus games, i think they make by far the most consistently best games of any studio and metaphor easily has my favourite visual style in gaming plus i heard it has a better version of the press turn system which is the best combat system in GAMING

Trails in the sky ive had on psp since near the start of this year, ive heard its similar to hunter x hunter kinda but also i heard its worldbuilding is really good as well


r/JRPG 6h ago

Discussion Switch 2 is the dream

34 Upvotes

As a 35 ish JRPG player who has been late to the games at times switch 2 is my dream.

Ff pixel remaster
7,8,9,x, x-2, xii
Dq 1-3 2dhd
Dq 7 reimagined
Dq 11 s
Persona 3 Reload
Persona 4 golden
Persona 5 royal
Xenoblade 1-3 and X
Octopath 1,2, 0
Bravely default,
Trails
Etc

Imagine just getting into gaming as a 10 year old being able to wait for sales for these and play on tv and on the go. I’m living it up as a 35 year old much less a kid.


r/JRPG 7h ago

Release Chaos Warrior is out on Steam!

42 Upvotes

Chaos Warrior is out now on Steam for $4.99! The game is a retro style JRPG inspired by the NES era (think Dragon Warrior and Final Fantasy). You play the role of Finn, a young knight of Efenia, on a quest to gather allies and defeat the Chaos Lord.

Steam Page:

https://store.steampowered.com/app/4847780/Chaos_Warrior/

Trailer:

https://youtu.be/UvgKBvxGqfY?is=B4z019-DLu4Otlud


r/JRPG 9h ago

Recommendation request JRPG with a great world to explore

43 Upvotes

Hi guys ! I’m having a bit of a rough time in my life and I need a JRPG to just escape for a bit. I really love the Tales, Trails, Fire Emblem and Persona games (played most of them) anything similar or new that will let me sink hours into. Any platform is fine


r/JRPG 9h ago

News IRON VERDICT — Official Trailer | Dark Fantasy RPG, Judged by Sword

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49 Upvotes

I'm a solo dev, and IRON VERDICT is a game about a legal system that kills innocent people without breaking a single law. You play a Knight-Captain who fights in trials by combat. The accused prove their innocence with a champion's blade, and you're that blade. Combat is turn-based with rhythm timing, or you can switch the timing off entirely and play it classic.

Steam: https://store.steampowered.com/app/4988200/Iron_Verdict/


r/JRPG 6h ago

Question Your first WOW rpg?

17 Upvotes

While a rather cliche question

I always appreciate other people's stories of why they play RPGs in general.

Some are for the story or music. Or just the design if growing more powerful to face what is ahead.

I grew up on the NES and while SNES harbors my absolute favorite classic RPGS and an easy one is FF 6. It always sit in my mind the loss of the flying continent against Kefka.

But it wasn't til I played Star ocean second story back in 1998 that it hit me what this genre could be.

The sci fi setting was so wild to me. Combine that with fuel protagonist and that it was a semi action rpg.

The concept alone got me hooked

From that moment on I knew this type of extreme gsmelay is what I love

Throw in a lv 255 max level and side content. I loved every part of it.

What game made you love RPGs?


r/JRPG 4h ago

Discussion What are your favorite JRPGs set in a post apocalyptic world?

9 Upvotes

I apologize if such a topic was done here before because it’s just that lately I have been interested in the concept of an RPG that takes place after humanity is destroyed where the world is rebuilding itself.

I don’t know how to explain it as I have a strange fascination with sci fi media that takes place after the end of the world as one of my favorite shows is Girls Last Tour that I was wondering how a console RPG could use the premise of a turn based game set in a world struggling to survive after an apocalypse happens.


r/JRPG 9h ago

Recommendation request Series where you keep more or less the same party members for at least 3 games?

16 Upvotes

Playing Fuga: Melodies of Steel 3 right now and I like how you pretty much the same group for all three games so they're all going in these big adventures together. What other JRPG series have done this? Preferably for at least 3 games, it's easy to do it with just two. The ones I know of...

-Fuga: Melodies of Steel, as previously mentioned

-Haven't played them but I heard Atelier Ryza too?

-Kinda reaching but all the mainline Kingdom Hearts games (plus Chain of Memories) usually keep a core party of Sora, Donald and Goofy with other characters as extras.

-Kinda reaching too as it's two spin-offs in different genres, but Persona 5 Royal, Strikers and Tactica all have the same core group with only the last couple of members being different.


r/JRPG 6h ago

Discussion Ys Series Narration

8 Upvotes

I don't know about the previous games but I really loved that in Ys 9 and Ys 10 you can listen to Adol as a narrator and writer of his diaries narrating his own adventures.

I just love this detail. I really want them to keep it.

Adol is the silent but strong main character, a young man who is passionate about adventures and travels around the world and records his adventures.

I would love to listen to Adol as a narrator for the new entries of the series like Ys 11 and beyond and in the remake of Ys 5.


r/JRPG 3h ago

Recommendation request A good and chill alternative to Triangle Strategy for Switch or Ps4?

5 Upvotes

I love the gameplay, yet the long dialogue, story and Battles drag me down a bit and sometimes make me anxious (to know what's coming next lol).

Can you suggest a similar game, either strategy-oriented or turn/action-based that I can switch from to when I want something chiller and to play casually with a light story that doesn't absorb too much energy?

Either Play 4 or Switch is good. You also may recommend some for older consoles if it might be an option.

Thanks


r/JRPG 3h ago

Discussion Favorite music soundtracks

2 Upvotes

Share your favorite music soundtracks from games either you have played them or even saw them on walk through

I love Memories from Xenoblade Chronicles

I also like Hot pursuit from Tales of Arise and Beyond the dawn from the dlc of the game

I also like beneath the mask from Persona 5 especially the rain version and rivers in the desert


r/JRPG 15h ago

Question What would you rate Star Ocean Divine Force

11 Upvotes

I just finished Second Story R as its been in my backlog for ages and i absolutely loved it, more than the original release and its now gotten me back into a Star Ocean mood, I might replay Star Ocean Til The End of Time but was also thinking about Divine Force as I've never played this one and have read mixed reviews.

I don't expect it to be the best of the best or anything like that, especially with Tri-Ace being budget limited, however, I'm wondering if people found it better than 4 and 5, both were pretty mediocre to me but Last Hope has some redeeming qualities.

Does Divine Force hold up better than 4 and 5? Where would you rate Divine Force?


r/JRPG 1d ago

Discussion Why did Xenosaga flop when they wanted it to evidently be big

165 Upvotes

The Xenosaga games infamously costed a lot of money to make. They promoted it a lot, it got an anime (which is a huge deal for promotion in otaku culture).

But the Xenosaga games didn't take off at all and Xenoblade 1 was allegedly the last chance or go broke moment. Which worked out and all but still.

What went wrong


r/JRPG 1d ago

News FINAL FANTASY RESONANCE | Vision – Tidus

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113 Upvotes

"Battle alongside Tidus in FINAL FANTASY RESONANCE.
Resonate with his Vision within the Sanctum of Light and unleash his abilities in combat.

FINAL FANTASY RESONANCE is available October 22, 2026 on Nintendo Switch 2, Nintendo Switch, PlayStation 5, Xbox Series X|S, and PC."

Yes, we already knew he was going to be in the game, but FFX was my first-ever JRPG, so I’m VERY happy to see my man Tidus in action again!

What did you think of Tidus’ trailer? Who do you think will be revealed next? Share your thoughts!


r/JRPG 1d ago

News Zenonia PC port has released on Steam

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342 Upvotes

r/JRPG 8m ago

Discussion Final fantasy XV or XIII versus

Upvotes

I still remember 2010 when I saw the trailer of Versus, and it was a GMV with music of "already over" from Red band. it was the best thing I watched. and when I got the game for my ps4, which was the rebrand with the name of XV, was one of the worst things I had played. what the hell happened? it didnt feel like anything I saw, that I was hyped for. the writing was bad, the gameplay was a headache... does anyone know what happened?


r/JRPG 1d ago

Review G.O.D. (Super Famicom JRPG #2) Review – A Quirky, Promising RPG That Slowly Wore Down My Patience | 5/10

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110 Upvotes

G.O.D.: Mezameyo to Yobu Koe ga Kikoe — Review

Super Famicom | ~50 hours | 5/10

TL;DR at the end.

I really wanted to like G.O.D.: Mezameyo to Yobu Koe ga Kikoe more than I ultimately did.

For the first 10–15 hours, I actually thought I might end up giving this around the same score I gave Terranigma. The opening is probably the strongest part of the entire game. You start out as an ordinary kid in Japan, and there is this strange mixture of Mother-style humor, everyday life, aliens, psychic powers, talking animals, Dragon Quest jokes, regional Japanese humor, and increasingly bizarre situations. It was quirky and unpredictable, and for a while I genuinely enjoyed seeing what ridiculous thing the game was going to do next.

Unfortunately, once the game opens up beyond Japan, nearly everything that bothered me about it starts becoming more and more apparent. By the time I finally finished it, at around 50 hours, I wasn’t excited to see the ending. I was mostly relieved that I could finally play something else.

A really promising beginning

The Japanese section of the game is easily my favorite part.

G.O.D. has a very self-aware sense of humor. It makes jokes about RPG conventions, throws in obvious Dragon Quest references, lets you pick deliberately unhelpful dialogue choices just to see characters react, and frequently goes in directions I wasn’t expecting.

The regional humor is also interesting. Myaa Town, for example, is basically a caricature of Nagoya, complete with dialect, ebi fry, miso katsu and other local jokes. There are similar exaggerations of other parts of Japan and eventually other countries.

That kind of thing gives the game personality.

The early alien invasion also gives the story a strong hook. You start with something relatively mundane, everything suddenly goes completely wrong, and then there’s a ten-year time jump. There are mysterious stones, psychic powers, altered animals, strange religions and an apparent alien hierarchy.

At that point I thought the game was building toward something pretty interesting.

The early battles weren’t bothering me much either. If anything, I thought I was slightly overpowered. The extremely high encounter rate meant I was constantly fighting, so I naturally gained levels without deliberately grinding.

At this point, I was probably looking at G.O.D. as a potential 7/10 game.

Then I left Japan.

The difficulty curve falls apart

This is where the game really started losing me.

There is a huge difficulty jump once you move into the larger world. Enemies suddenly take much longer to kill, status effects become more important, and the amount of experience needed to level starts becoming ridiculous compared with what ordinary encounters are actually giving you.

That creates one of the strangest RPG difficulty curves I’ve experienced.

Early on, the encounter rate practically overlevels you.

Then suddenly the game becomes significantly harder, but grinding doesn’t feel worthwhile anymore. You might need tens of thousands of experience points for another level while ordinary enemies are giving you a tiny fraction of that.

There were points where I was looking at something like 40,000 or 50,000 EXP for another level while regular encounters were giving such small rewards that the idea of deliberately grinding felt absurd.

I’m not going to fight hundreds of tedious random battles for one level. I have things to do.

And the frustrating part is that levels matter a lot in G.O.D. One or two levels can make an area feel dramatically easier. I experienced something similar in Terranigma, but it feels much worse here because this is a turn-based RPG with a massive encounter rate and relatively slow battles.

Eventually the game gives you much better opportunities for grinding. Late in my playthrough I deliberately leveled my party into the high 30s, and the battle balance suddenly started feeling much better again. Random encounters became tolerable and even somewhat enjoyable.

But that almost made the problem more obvious.

Why wasn’t the game providing reasonable experience rewards during the portion where I actually needed them?

The middle of G.O.D. feels like it was balanced around a player being several levels higher than the game gives them any reasonable incentive to become.

The encounter rate is probably the game’s worst problem

I cannot overstate how much the random encounter rate hurts this game.

There were times when I was getting into another battle after what felt like only several steps.

That might be manageable in an RPG where battles are extremely quick.

They aren’t quick here.

Enemies can take a lot of hits, animations aren’t especially fast, status effects waste additional turns, and the game itself generally feels sluggish. Even basic transitions have a slight heaviness to them.

So every encounter becomes another interruption.

Eventually it changes the way you play.

I stopped wanting to explore.

When I saw an optional path in a dungeon, instead of thinking, Maybe there’s something interesting over there, I started thinking:

Do I really want to trigger another four battles just to find a chest containing something I don’t need?

That is terrible for an RPG built around traveling across the world and exploring strange locations.

The game does eventually give you a Chakra ability that suppresses encounters, but it costs MP and doesn’t last long enough to solve the fundamental problem.

On an emulator with fast-forward or some kind of reduced-encounter patch, I suspect G.O.D. would be significantly more tolerable. But I played the original Japanese cartridge on actual Super Famicom hardware, and there is nowhere to hide from the pacing.

The middle of this game desperately needed an editor

The encounter rate would have been easier to forgive if I were constantly invested in the story.

I wasn’t.

The middle portion of G.O.D. is where the game really falls apart for me because it feels like padding stacked on top of padding.

You travel somewhere. Somebody prevents you from continuing. Now you need an item. The item is somewhere else. You travel there. Somebody else needs something before they’ll help you. You go back. You find another MacGuffin. Then another dungeon opens.

There is a sequence around Moscow that is a perfect example. You’re trying to continue through the area, but suddenly another character becomes an obstacle, which turns into a whole chain involving finding somebody else who can help you progress and dealing with their personal situation.

I remember going through the whole thing thinking:

Why am I doing this?

It doesn’t feel important to the larger story. It feels like the developers needed another hour of game.

Then there is the Vatican Museum. You go there for one MacGuffin, leave, and later the game essentially sends you back through the same place again to find another one, this time involving a riddle and statues.

That was probably one of the moments where my patience really started breaking.

Angkor Wat dragged.

The pyramid dragged.

The Mothership dragged.

The game constantly throws in darkness mechanics, warp mazes, password doors, poison floors, strange navigation gimmicks, locked routes and other obstacles.

None of those ideas is necessarily terrible individually. If I encountered one of them five hours into the game, I might even think it was neat.

But after 30 or 40 hours, my reaction became:

Can I please just walk through one dungeon normally?

That’s one of the biggest problems with G.O.D. The individual annoyances accumulate until even harmless gimmicks become irritating because the game has already exhausted your patience.

It feels longer than 50 hours

Some of my playtime came from grinding, so the main story itself doesn’t necessarily require 50 hours.

But the more important issue is that G.O.D. feels longer than it is.

A 50-hour RPG doesn’t bother me if those 50 hours feel meaningful.

Final Fantasy VI constantly introduces new characters, conflicts and story developments. Chrono Trigger moves with incredible efficiency. Even Terranigma, despite its own flaws, feels like its locations and events are contributing to a larger narrative.

G.O.D. repeatedly made me think:

This game should have ended already.

And then there would be another destination.

And another boss.

And another item.

And another dungeon.

By the end, I wasn’t wondering excitedly what the next revelation might be.

I was thinking about what game I could be playing instead.

That’s a really bad place for an RPG to leave me.

Who am I actually fighting?

The lack of a compelling central antagonist also hurts the story tremendously.

Early in the game, certain alien generals are introduced in ways that make you think, Okay, this is probably the major villain I’m going to be dealing with.

Then you kill them.

Another one appears.

Then that one is gone.

Another powerful enemy takes their place.

This happens repeatedly enough that eventually I stopped caring. By the time I reached Atlantis, it felt less like everything was finally coming together and more like the game had turned into a boss gauntlet.

I suppose the aliens themselves are the main enemy, but that’s too abstract. I never developed any particular emotional investment in defeating them.

Compare that with Kefka in Final Fantasy VI. You know who Kefka is. You watch him become increasingly dangerous. You hate him. By the time you’re going after him, there is history behind that confrontation.

Even Lavos in Chrono Trigger, which isn’t exactly a deeply developed personality, has an enormous sense of presence. The entire story increasingly revolves around what Lavos represents and what it has done to the world.

G.O.D. never gave me an equivalent.

There is no face I can really attach to the conflict.

As a result, the game often feels episodic rather than like a story steadily escalating toward something.

The big story revelations didn’t do much for me

Eventually the story reveals more about the relationship between humanity, the aliens and Earth’s ancient past. What originally appears to be a straightforward alien invasion becomes something much more tied to the origins of humanity and who actually has the older connection to Earth.

The problem is that I wasn’t particularly surprised.

Once Mu, Atlantis and this whole ancient-civilization mythology started appearing, I had a pretty good idea of what direction the game was going in. The “aliens aren’t really what you think they are / humanity’s origins aren’t what we believed” kind of story is practically part of the genre vocabulary for this sort of 1990s occult science-fiction.

The ideas are interesting in theory. I actually enjoy this kind of story.

But G.O.D. doesn’t explore them with enough depth to make up for their familiarity.

If this sort of thing interests you, I would much rather recommend something from Quintet.

Playing G.O.D. actually made me want to play Illusion of Gaia. That game also takes you through real-world ancient sites and plays around with lost civilizations, mysterious forces and the history of humanity, but I think it handles the concept far better.

Terranigma does as well.

There are some genuinely good story moments

I don’t want to make it sound like I hated everything about the story.

There was one character storyline in particular that I thought worked surprisingly well.

Ai’s storyline was probably the strongest part of the game for me.

Her relationship with Heath develops quickly—probably too quickly—and then she becomes pregnant and leaves the party.

I started predicting that something terrible was probably going to happen to her.

Then the game seemingly convinced me I had guessed wrong. She was okay. Things seemed fine. She even sends Heath a letter telling him that she loves him.

And then she dies protecting the children at the inn.

That actually worked on me.

The game let me anticipate the tragedy, seemingly reassured me that my prediction had been wrong, and then followed through anyway.

It was one of the few times where G.O.D. successfully manipulated my expectations instead of simply being random.

There are little moments like that scattered throughout the game.

That’s part of what makes G.O.D. frustrating: occasionally you see the game it could have been.

The Chakra system is much better than the game explains

This was another strange one.

For a large portion of the game I thought the Chakra system was basically tacked on.

It isn’t.

Once I started actually looking into what the combinations do, I discovered an unexpectedly elaborate system. Different combinations can affect status resistance, healing, experience gain, treasure detection, shop prices, level-up stat growth, special attacks, telepathy and all sorts of weird things.

There are abilities that let you communicate with certain enemies.

There is an ability that de-evolves enemies.

There are dancing attacks.

There are combinations that allow characters to act while dead or revive automatically.

There are ways to double EXP.

There are combinations that eventually cut shop prices.

There is even an entire Bun King subsystem hidden behind Chakra combinations.

That’s actually pretty cool.

The problem is that the game does an awful job of explaining any of it.

A blind player can spend dozens of hours thinking Chakras are mostly just another source of attacks because the game never adequately communicates how important linking them is.

And apparently some of the later balancing makes much more sense if you’re taking advantage of those combinations.

That’s not good design.

If your game’s difficulty assumes that I understand a complicated system, teach me the system.

Don’t bury half of it and then punish me for not knowing it exists.

Equipment and items are bizarrely unrewarding

The economy also feels badly tuned.

Equipment becomes ridiculously expensive, yet the stat increase you get from buying it often looks microscopic.

You can walk into a shop and see a weapon costing an enormous amount of money and discover that it raises your attack by something like one or two points.

Why would I buy that?

Maybe those individual stat points matter more internally than they appear to. But the game doesn’t communicate that either.

So from the player’s perspective, buying equipment frequently feels pointless.

That becomes even stranger when the game has Chakra combinations capable of reducing shop prices substantially.

Again, apparently there are systems underneath all of this that can mitigate the problem, but unless you’ve somehow discovered exactly which Chakras to combine, you’re just staring at absurd prices wondering whether the developers are making a joke.

Items weren’t much better for me. A lot of what I accumulated barely mattered, while certain status-removal items suddenly became extremely important for specific bosses.

The whole economy and inventory system feels poorly balanced rather than deliberately designed.

The battle animation is fantastic

I do want to give G.O.D. real credit here.

The battle animation is probably one of its strongest features.

There is an impressive amount of character-specific animation. Characters have unique attack animations, Psycho animations, victory poses and little visual flourishes.

Guns leave visible impacts.

Certain attacks damage or alter the battlefield itself.

The ground can crack or show the effects of what just happened.

There are also completely unnecessary character details that somebody clearly spent time animating just because they could.

Mina in particular has an absurd amount of little animation detail.

I found myself trying attacks I didn’t even need simply because I wanted to see what the sprite would do.

For a 1996 Super Famicom RPG, some of this stuff looks excellent.

It’s just unfortunate that these beautiful animations exist inside a battle system that I frequently wanted to speed up.

That’s basically G.O.D. in miniature:

a genuinely impressive idea trapped inside something frustrating.

The soundtrack ranges from mediocre to awful

I really didn’t like the music.

There are a few decent tracks, but compared with other Super Famicom RPGs, it’s nowhere near the level I expect from this era.

This is the same console that gave us Chrono Trigger, Final Fantasy VI, Terranigma, Secret of Mana, Romancing SaGa and plenty of others.

G.O.D. simply doesn’t compete.

Some of the regional music drove me crazy.

London had a track I could barely tolerate.

Angkor Wat irritated me.

The Harlem area was essentially this repetitive drum-heavy loop that I eventually just didn’t want to hear anymore.

Toward the later part of the game, I found myself mentally tuning the soundtrack out or flat out muting the music like the end boss battle music.

That’s unfortunate because music is such a major part of what makes a long RPG journey memorable.

There aren’t many G.O.D. tracks that I expect to hear years from now and immediately feel nostalgic.

The humor and weirdness are still worth something

Despite everything I’ve complained about, I can’t call G.O.D. boring in concept.

It’s certainly different.

You travel around a caricatured version of Earth. There are jokes about real countries and Japanese regions. There’s a cult. There’s a Michael Jackson joke involving a spirit medium. There’s a ridiculous hot-spring sequence. There’s an inventor who promises you an amazing boat and hands you a toy boat.

There are talking animals, mythological monsters, ancient aliens, psychic powers, religious imagery, bizarre side quests, hidden characters and weird mechanics.

The game constantly makes me wonder:

Who thought of this?

And I mean that affectionately.

The Japanese script also has plenty of personality. Since I played the original Japanese version, I could see some of the dialect jokes and cultural references directly, and that’s definitely one of the game’s more distinctive qualities.

I’ve also compared parts of it with the English fan translation, and the translation sometimes seems to push the already quirky dialogue even harder. It reminds me a little of old Working Designs localizations: the original is already strange, but the English version occasionally turns the personality up another notch.

So if someone is interested in G.O.D. as a weird artifact of late-Super-Famicom Japanese RPG design, there is absolutely interesting material here.

Unfortunately, interesting isn’t the same as good

That’s ultimately where I land.

There are so many things about G.O.D. that I like in isolation.

The premise is interesting.

The battle animation is excellent.

The humor can be genuinely funny.

The real-world setting is unusual.

The regional parody is memorable.

The Chakra system is surprisingly ambitious.

Some of the story moments work.

The ancient-alien/occult atmosphere is fun.

But the actual experience of sitting down and playing the thing for 50 hours was frequently tedious.

The encounter rate is terrible.

The battles are too slow.

The difficulty curve is badly uneven.

Grinding is unrewarding during the exact portion of the game where you most need it.

The equipment economy makes little sense.

Important systems are poorly explained.

The middle of the story is loaded with fetch quests and MacGuffins.

Too many dungeons rely on gimmicks that become exhausting when combined with constant battles.

The soundtrack is mediocre at best and occasionally unbearable.

The story loses focus.

There is no memorable central antagonist.

And by the final portion, it feels like the game is throwing boss after boss at you because it still has more bosses left.

The biggest tragedy is that the beginning convinced me G.O.D. was going to be much better than it actually was.

If the game had been shorter, tightened its middle considerably, reduced the encounter rate, smoothed the EXP curve, properly explained Chakra linking, sped up battles and focused its story around a stronger central conflict, I could imagine liking it quite a bit.

Instead, it slowly chipped away at my patience until most of the charm that originally drew me in had worn off.

By the final stretch, I wasn’t thinking:

“I can’t wait to see how this ends.”

I was thinking:

“Why am I still playing this when there are so many better RPGs I could be playing?”

That’s probably the most damning thing I can say about a 50-hour RPG.

Final score:

5/10

I originally thought G.O.D. might be a 7/10.

For a while I was willing to settle around a 6 or 6.5.

Having actually finished it, though, 5/10 feels right.

I wouldn’t recommend it to somebody simply looking for a great Super Famicom RPG. There are far too many better games on the system.

But if you’ve already played the classics and want to experience something genuinely strange—a messy, ambitious, occasionally fascinating late-era Super Famicom RPG filled with aliens, occultism, Japanese humor, elaborate sprite animation and baffling design decisions—then G.O.D. is certainly something different.

Just don’t mistake different for good.

And if what attracts you is the lost civilizations, Mu, Atlantis, ancient ruins and strange ideas about humanity’s origins?

Play Illusion of Gaia

That’s the game G.O.D. made me want to play.

TL;DR: G.O.D. starts out as a charming, quirky RPG with a fun Japanese setting, weird humor, interesting ideas, and some excellent battle animations, and for the first 10–15 hours I thought it might be a 7/10. Unfortunately, once you leave Japan, the game falls apart. The difficulty curve becomes wildly uneven, EXP rewards make grinding impractical when you actually need it, battles are sluggish, the encounter rate is ridiculous, equipment is absurdly expensive for tiny upgrades, and the surprisingly deep Chakra system is barely explained.

The story also loses focus and spends far too much of its middle on fetch quests, MacGuffins, gimmick dungeons, and disposable bosses without ever establishing a compelling central villain. Add a mediocre-to-bad soundtrack and a roughly 50-hour runtime that feels much longer than it should, and by the end I was mostly waiting for it to be over. There are genuinely creative ideas buried in here, and it’s worth trying if you want a very strange late-era SFC RPG, but I can’t really recommend it. 5/10.


r/JRPG 1d ago

News [Crescent Tower: RISING] Announcement Trailer. Coming to PC. Now release date for now.

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107 Upvotes

r/JRPG 1d ago

Question Fretless or People of Note

7 Upvotes

I am craving some musical jrpgs but idk which is better, both are niche games so reviews are few. Anyone who played both can they tell which offers deeper rpg machanics and more freedom for your own builds. Also which has better music lol. That seems important


r/JRPG 2h ago

Discussion For those of you who think this game isn't advertising anything besides the Visions from previous games

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0 Upvotes

Click the link and look at how many posts are about things in the game BESIDES those.

If you base your opinions on the game from what random users spam here, then that's on you. Don't blame the devs for your perception through your limited scope. They constantly post about enemies and story things and visions that AREN'T previous characters, and the original characters in your party, etc etc etc

k thx bye


r/JRPG 1d ago

Discussion My JRPG Plushie Collection

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141 Upvotes

Disclaimer: I didn’t make any of these. I’d like to learn how, but these were all licensed products.

On top, back row: Warrior of Light (FFI), Firion (FFII), Cecil (FFIV), Bartz (FFV), Terra (FFVI), Cloud (Specifically from Kingdom Hearts 1), Squall (FFVIII), Zidane (FFIX), Shantotto (FFXI), Vaan (FFXII), Lightning (FFXIII), Y'shtola (FFXIV). You can see Vaan through Y'shtola a bit better in the second picture.

On top, front row: Slime (Dragon Quest), Lucky and  Goergoeus of The Runaway Five (Mother 2/Earthbound,) Noctis (FFXV), Clive (FFXVI)

First Shelf: Lloyd, Teddy, Ninten, Ana (Mother 1); Pokey, Poo, Paula, Ness, Jeff, Mr. Saturn (Mother 2/Earthbound; Kumatora, Klaus, Lucas, Duster (Mother 3)

Second Shelf: Boy with the Earring (Persona 1), Tatsuya (Persona 2:Innocent Sin), Maya (Persona 2: Eternal Punishment); Fuuka, Junpei, Yukari, Aigis, (Persona 3); FemC (Persona 3 PSP); Chie, Yukiko, Yuu, Naoto (Persona 4); Ryuji, Ann, Joker (Laying down), Futaba X 2, Makoto X 2, (Persona 5); Kasumi (Persona 5 Royal); Neku (The World Ends with You);Riou (Suikoden 2); Tir McDohl (Suikoden 1)

Third Shelf: Aeris (FFVII); Jill (FFXVI); Tifa (Behind Vivi--FFVII); Vivi (FFIX); Freya (FFIX); Loporrit (FFXIV); Beatrix (FFIX); Ryu, Nina (Breath of Fire 1); Link, Zelda (Legend of Zelda: Wind Waker)

Ground, to the left of shelf: Teddy Bear (Mother 2/Earthbound)

Currently on exhibit at my work desk: Rikku, Lulu, Yuna, Tidus (FFX); Garnet (FFIX)

Half of the Final Fantasy characrters are from a Japanese line of plushies for the arcade game Theatrhythm Final Fantasy All-Star Carnival, which never came to the US. They're smaller and have the Theatrhythm aesthetic. The larger Persona plushies are from the brand Sanshee. Ryu and Nina were licensed plushies by Fangamer.

I'm not sure Wind Waker counts as JRPG. I'm willing to count it as an action RPG, so I let htem hang out there, too.

For the future, I have my eyes set on some Disgaea plushies, Takumi from The Hundred Line: Defense Academy, and maybe Ryza from Atelier Ryza. Not in a rush, though.


r/JRPG 1d ago

News Fate/EXTRA Record Will Now Be Published By Aniplex, Director Kazuya Niinou Leaves

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96 Upvotes