EDGE

Post Script

Is the JRPG in danger of leaning too far into its niche?

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The best games give players something they didn’t know they needed. But there’s always a market for those that provide precisely what their target audience wants. Currently, it’s the ones that try to be all things to all people that are struggling. Developmen­t on BioWare’s Anthem – a game with several good ideas in dire need of a hook – has been discontinu­ed. And the servers for Gearbox’s hero shooter Battleborn (lest we forget, an “FPS; hobby-grade coop campaign; genreblend­ed, multi-mode competitiv­e e-sports; meta-growth, choice + epic Battleborn Heroes!”) were switched off in January. It pays to specialise, in other words, and that partly explains why the JRPG increasing­ly seems to be leaning into its niche and is enjoying plenty of success in the process.

It’s not the only reason it makes sense. The kinds of progressio­n systems that were once the foundation stones of the genre have been cropping up in more and more mainstream games: these days, it’s hard to find a popular online FPS that doesn’t have some sort of RPG mechanics. So it makes sense that JRPGs might want to go back to their roots in an effort to distinguis­h themselves, rather than risk alienating existing fans by trying to actively appeal to a broader global audience.

Indeed, some series are enjoying their healthiest sales by celebratin­g their Japanesene­ss. Think how Yakuza originally stumbled at the first hurdle, its expensivel­y assembled English-language voice cast mostly failing to convince (we still have a soft spot for Mark Hamill’s take on Goro Majima) as members of the Tokyo underworld. Now it’s bigger than it’s ever been, largely by sticking to its guns – not to mention benefittin­g from vastly improved localisati­on efforts. In the past, publishers might have balked at games such as Nier: Automata and Persona 5, but their rougher, weirder edges were left intact, their uncompromi­sed identities actively welcomed by western and Japanese players alike.

When it comes to the traditiona­l JRPG, however, there’s a risk that developers are looking too far inwards – which, in most cases, also means looking back. We’ll leave Final Fantasy VII Remake out of the equation (even if, as radical a reinventio­n as it is, it still trades somewhat on nostalgia), but the likes of I Am Setsuna and Lost Sphear both struggled to offer anything more than prettied-up takes on well-worn ideas. Octopath Traveler fared better with its multi-stranded story structure and striking presentati­on – yet that, too, was a little too reliant on old-fashioned thinking, not least with its equally old-school difficulty.

Despite the quality of its battle system, Bravely Default 2 doesn’t get away with what is ostensibly a very similar approach. That’s partly because any JRPG is only ever as good as its numbers game, and Claytechwo­rks hasn’t quite got its sums right. We relish a challenge, but the bosses here are often little more than brick walls, not so much a test of what you’ve learned as an exam for which you discover you’ve been studying the wrong syllabus. But it’s also because its aesthetic doesn’t have Octopath’s contempora­ry trimmings: without the accompanyi­ng lightshow, the fights lack visual flair, with that terrific battle theme doing all the dramatic heavy lifting on its own.

Still, for a certain type of player, the turnbased RPG offers comforts no other genre can provide. It’s clear from the likes of Octopath Traveler – and, for that matter, the gleefully orthodox Dragon Quest XI – that there’s still an audience satisfied with the kind of nostalgic wallow that Bravely Default 2 undoubtedl­y delivers. Even so, we’re surely not asking too much by hoping to see more of the kind of unconventi­onal thinking that brought us Chrono Trigger and Earthbound: era-defining games that reached beyond genre archetypes. Surely the JRPG can still embrace its unique qualities – giving us what we want, yes, but something we never knew we needed, too.

 ??  ?? With many modern JRPGs, what you see is what you’ll get – but does familiarit­y breed contentmen­t or contempt?
With many modern JRPGs, what you see is what you’ll get – but does familiarit­y breed contentmen­t or contempt?

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