This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs have to offer.
For all that though, I’m willing to stick out Final Fantasy XIII-2‘s jaunt through time and space, banal anime archetypes and all. Whenever one of the cutscenes pop up, I just go and check my email. Either that, or I pick up a book. It’s mostly the battles that keep me going. I’m also a big fan of putting hats on monsters, and Final Fantasy XIII-2 has that in spades.
The dirty secret is that I’ve always been more fascinated by RPG battle systems than the story within the game. In many ways, a character’s mechanical growth is a story in and of itself. When the game begins, your character is a scrub with a wooden sword and a few potions. By the end, they can call down comets from the heavens and instigate supernovas. That’s what I call a character arc.
Continue reading Do Japanese RPGs need good stories?
Do Japanese RPGs need good stories? originally appeared on Joystiq on Wed, 15 Feb 2012 15:29:00 EST. Please see our terms for use of feeds.
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