Star Magician
08-29-2014, 04:17 PM
Usually, a good battle system is not what drives me through an RPG. In fact, it's usually the other way around- everything else the game has to offer helps me tolerate it! There are exceptions of course, and here are a few of mine.
Valkyrie Profile 2: Silmeria
I have not played the first VP, but this game is a prequel, so that wasn't necessary. This game may have my favorite battle system ever. You take control of four characters all at the same time, and move around the field and attack in real-time. You can split up and move characters individually as well, but at a cost. In order to attack enemies efficiently, you must have your party work and attack together. Doing so enables you to build up combos and break off pieces of the enemy which will become items and equipment. It's very difficult to get the hang of, but immensely satisfying once you do.
The Golden Sun series
Actually, this series' battle system is an extremely basic turn-based one. But battles are quick, meaning the randomly occuring battles aren't as much of a hindrance or annoying as other RPG's can be. The element-based pwers and Djinn system is what makes the battle system more interesting than other turn-based systems.
Final Fantasy XII and Xenoblade Chronicles
I'm putting these two together because they are very similar in some ways. I like being able to initiate battles on-the-go and being able to continue immediately after it's over. The battle systems are also deep enough to remain enjoyable throughout these 100+ hour games. In FFXII, the system becomes especially reliant on the gambit system about halfway through the game, which allows you to essentially create a list of "if>then" strategies, allowing you to directly tinker with your party's AI. In Xenoblade, on the other hand, you learn different special attacks over time that can change the flow and strategy of battle, keeping the game interesting for the long journey ahead.
Any that you guys would like to share?
Valkyrie Profile 2: Silmeria
I have not played the first VP, but this game is a prequel, so that wasn't necessary. This game may have my favorite battle system ever. You take control of four characters all at the same time, and move around the field and attack in real-time. You can split up and move characters individually as well, but at a cost. In order to attack enemies efficiently, you must have your party work and attack together. Doing so enables you to build up combos and break off pieces of the enemy which will become items and equipment. It's very difficult to get the hang of, but immensely satisfying once you do.
The Golden Sun series
Actually, this series' battle system is an extremely basic turn-based one. But battles are quick, meaning the randomly occuring battles aren't as much of a hindrance or annoying as other RPG's can be. The element-based pwers and Djinn system is what makes the battle system more interesting than other turn-based systems.
Final Fantasy XII and Xenoblade Chronicles
I'm putting these two together because they are very similar in some ways. I like being able to initiate battles on-the-go and being able to continue immediately after it's over. The battle systems are also deep enough to remain enjoyable throughout these 100+ hour games. In FFXII, the system becomes especially reliant on the gambit system about halfway through the game, which allows you to essentially create a list of "if>then" strategies, allowing you to directly tinker with your party's AI. In Xenoblade, on the other hand, you learn different special attacks over time that can change the flow and strategy of battle, keeping the game interesting for the long journey ahead.
Any that you guys would like to share?