Guess I'll do a write-up sooner rather than later before Octopath Traveler consumes all of my free time haha. I still have my old images. Gonna shuffle them around a bit this time and write new text for them. I'm by no means an expert but I'll try to explain why they're essential RPGs.
---
Paper Mario: The Thousand-Year Door
Easy Allies has made a great case why this should be considered an essential RPG and so I'll start the list with this timeless gem. It's still a treat to play after nearly 14 years; never mind playing it for the first time. First and foremost, while the battles are turn-based, there are timing mechanics that allow you to deal more damage or receive less damage (or 0 damage when you time it just right). This isn't new if you're familiar with the Mario RPG series, but what sets The Thousand-Year Door apart from the original Paper Mario on the N64 and the Mario & Luigi series is the audience. The audience comes to see your battle performance like it's a literal play (a cute reference to Super Mario Bros. 3). The audience will start out small and grow the more impressive you become at timing your attacks and dodges. It's not just for show. The more people are in the audience (the game shows a number), the easier you can charge your special meter, Star Power or SP for short, which allows you to unleash a devastating attack. You can earn more of these special attacks the further you progress through the story. The developers, Intelligent Systems, didn't just leave it at that. You can earn more SP by doing Stylish Moves. After an attack, you can press A at the right time to wave at the audience or do an extra backflip, boosting your SP as a result. The crowd will cheer, sometimes even giving you items like health. There are also bad apples among them who try to sabotage your efforts or stage hazards like backgrounds falling down on you. It keeps battles fresh, especially bosses who may react to the audience differently. This has been the only Mario RPG that uses the audience as a mechanic! I haven't even mentioned the superb writing, oftentimes parodying the various characters and enemies in the Marioverse (deepest lore). While it's not going to be a looker on your HDTV, being a GameCube game, it's not going to diminish your experience overall because of its 2D looking aesthetics.
Castlevania: Aria of Sorrow
A Metroidvania with RPG elements; the best of both worlds. Since you can equip weapons, armor and skills that increase your stats, I consider this a 2D platformer/RPG (unlike Super Metroid), which honestly is a real shame not many series exist that have copied this formula. Castlevania: Aria of Sorrow and Castlevania: Symphony of the Night, the game it heavily borrowed from, show you how fun it can be exploring a huge castle with many challenging bosses and very little cutscenes to slow you down. There is a structure to it, since most of the areas are locked until you find the appropriate skill, but it still offers enough freedom and variety for you to explore. Koji Igarashi was involved in both games and what he and the staff did brilliantly is giving you a choice to affect the outcome of events and eventually the ending. Symphony of the Night did this better than Aria of Sorrow, but Aria of Sorrow is a bit better balanced and paced in my opinion. The inverted castle in Symphony of the Night, while a great idea, is a bit much. Alucard is at some point so overpowered, enemies feel more like a chore than a challenge. Not to say Aria of Sorrow doesn't have any issues; it does, but they feel more muted whereas Symphonia of the Night has a lot of highs. Michiru Yamane's soundtrack for example is a bliss to listen to. Ayami Kojima worked on the artwork and character design of both games which are terrific. Just play both of them and enjoy the ride.
Diablo II: Lord of Destruction
Still the king of procedurally generated dungeon crawl. An evolution of roguelikes and one that hasn't been improved upon for nearly two decades. What more needs to be said? If you haven't been there in the early '00s, you have unfortunately missed out. It's still a very good singleplayer game though, or co-op game if you can find friends to play with. No playthrough is the same and that is the strength of the game. There's still the foreboding plot, haunting music, challenging dungeons and nonlinear progression that tides you over. If there's one thing that holds it back is that you'll need to play through the game three times, preferably on Hardcore (permadeath mode), to experience the true horror (and satisfaction) of roguelikes. I think most of us will hit a brick wall on Nightmare difficulty and die, but if you're able to reach Hell difficulty, it's a relentless rollercoaster of running for your dear life and spamming potions whenever you see a champion pack of death. For that reason, Diablo II's experience is unmatched and an essential RPG to me.
Final Fantasy: The Four Heroes of Light
This game feels like a blast from the past except it's coated with modern sensibilities. It really is a contemporary take on classic Final Fantasy. Where most of the JRPGs from the early to mid 90s have aged poorly in my opinion, The Four Heroes of Light revels in JRPG traditions and gives them a modern twist, even making fun of them at times. The four main characters don't take themselves too seriously and only end up together due to circumstances. The writing is clever and don't have the localization and text space issues of its older brothers. Tomoya Asano, the producer of The Four Heroes of Light, went on to produce the Bravely Default games, but while that series has been criticized for being tedious and obtuse in the later half of the story; The Four Heroes of Light is briskly paced with no excessive bloat. That's how I like my RPGs. It's like a book. If it doesn't tantalize your readers and goes somewhere, then don't write it. I have high hopes for Octopath Traveler, Asano's next game. Let's hope it's as much of a love letter to classic JRPGs as The Four Heroes of Light.
Fire Emblem: The Binding Blade
The best turn-based Strategy RPG I've ever played. I'll just leave it at that since it's almost impossible to obtain it legally nowadays with GBA bootlegs still running rampant. Remember this name when Nintendo announces a remake.
Pokémon Red/Blue
"Take off your rose-tinted glasses!" you're probably thinking and you'd be right considering most of the mechanics are severely outdated, but hear me out. It's not just love for the original 151. Have you seen those horrible (back) sprites? Yellow is much better in that regard, but is more unbalanced (or more balanced depending on your view.) While Yellow is a bit too generous handing out the three starters relatively early, Red/Blue strikes a nice balance between the various types available, offering Eevee midgame as a way to round out your team. The Pokémon availability is generally genius whether it was intended or not. An example would be choosing Charmander over the much easier path of Bulbasaur or Squirtle. While you will struggle against Brock and Misty with Charmander, fire types are relatively rare in the game so it's a bit of a high risk/high reward situation (Flareon has awful special attack and doesn't learn a decent fire attack until lvl. 54.) You can however catch Growlithe in Red or Vulpix in Blue when you go to Celadon City, offering an alternative for the Bulbasaur/Squirtle trainers. Pokémon Ruby/Sapphire for example only offers Slugma and Numel early to midgame before going to Lavaridge Town (the 4th gym), both worse than Growlithe/Vulpix. Psychic is overpowered, but Abra is fortunately balanced around its teleport run mechanic and the Game Corner offers a low level Abra (Yellow offers a lvl. 15 Abra). While Alakazam is locked behind its evolution method and Mewtwo is locked until post game. Red/Blue also offers quite a bit of freedom after you enter Celadon City. There is usually more than one path to go and tackle the remaining gyms. You can for example skip Saffron until later since Sabrina can be pretty challenging if underleveled and unprepared. Or you can go to Cinnabar gym after Koga so you can finally have Flareon learn a good fire attack. Sure, you can use the primitive box system or HMs being locked in after you teach them as reasons to hold it against it being an essential RPG, but it doesn't change the fundamentals of its solid game design. It's both short and sweet, offering a variety of party members depending on the paths you take. That to me is more important than superficial updates to existing mechanics and adding more bloat that don't really matter in the grand scheme of things. I wonder if Let's Go can replicate the pace considering the new mechanics it wants to introduce.
Golden Sun & Golden Sun: The Lost Age
(Since they're tied together, I'll consider the two games as one package. Missing out on one would hamper your experience overall.)
If classic turn-based JRPGs and The Legend of Zelda had a baby, Golden Sun would be that baby. It's such a wonderful marriage of game design, one wonders why Nintendo didn't greenlit more games than just Dark Dawn (I know why. Shut up.) Great dungeon design, great class and summon system, great worldbuilding, great soundtrack, great optional content. Camelot went all out with the limited GBA hardware and is precisely why it's considered a cult classic among fans (Shut up. It's a cult classic to me since whenever Golden Sun comes up, everyone moans about its insipid writing. Golden Sun is more than just its writing. It's a sum of its parts.) Shame it had to be split between two seperate games though. Curse that password system!
Warcraft III: The Frozen Throne
The father of DOTA with a great singleplayer campaign and excellent building mechanics from the long and forgotten genre of real-time strategy. Nothing more needs to be said.
Xenoblade Chronicles
The mother of all modern JRPGs. A game I hold so high that I compare every newly released JRPG to it; not even Monolith Soft themselves have bettered it with subsequent releases. The world is so rich, the characters so lovable, the music so moving, and on the little Wii that could, that it's a miracle it all came out the way it did. I'm not sure who I should exactly credit, but if you compare this game to modern Final Fantasies, given the development time, I truly wonder whether it's a fluke by Monolith Soft. The other two games in the series has had a short development period as well, but unlike the first game, they feel rushed and have poor pacing as a result. None of that here. After the first few hours, it's sublime from beginning to end. The snappy writing obviously helps a lot, which is credited to three writers: Tetsuya Takahashi, Yuichiro Takeda and Yurie Hattori. The voice acting is also outstanding; probably the best a Nintendo published game has ever offered. I played around a 100 hours and it felt gripping all the way. Maybe it was during a time when I appreciated games more than today; I played the 3DS version and the lower resolution and sound quality definitely hampered the experience. It hasn't aged magnificently being a non-HD game, but I still consider it to be a must-play for any RPG fan. If you don't like the battle system, you'll know within the first couple of hours. For those that do, enjoy the adventure. It's brilliant.
--VOTE INFO START--
<HIGHLIGHT VOTE– 4 points>
Paper Mario: The Thousand-Year Door
</HIGHLIGHT VOTE– 4 points>
<FULL POINT GAMES – 2 points>
Diablo II: Lord of Destruction
Castlevania: Aria of Sorrow
Final Fantasy: The Four Heroes of Light
Fire Emblem: The Binding Blade
Golden Sun
Golden Sun: The Lost Age
Pokémon Red/Blue
Warcraft III: The Frozen Throne
Xenoblade Chronicles
</FULL POINT GAMES – 2 points>
<HONORABLE MENTIONS – 1 point>
Baten Kaitos: Eternal Wings and the Lost Ocean
Castlevania: Symphony of the Night
Final Fantasy: Crystal Chronicles
Fire Emblem: The Blazing Blade
Mario & Luigi: Superstar Saga
Octopath Traveler
Skies of Arcadia
Tales of Symphonia
The Last Story
The World Ends With You
</HONORABLE MENTIONS – 1 point>
--VOTE INFO END--
---
Paper Mario: The Thousand-Year Door
Easy Allies has made a great case why this should be considered an essential RPG and so I'll start the list with this timeless gem. It's still a treat to play after nearly 14 years; never mind playing it for the first time. First and foremost, while the battles are turn-based, there are timing mechanics that allow you to deal more damage or receive less damage (or 0 damage when you time it just right). This isn't new if you're familiar with the Mario RPG series, but what sets The Thousand-Year Door apart from the original Paper Mario on the N64 and the Mario & Luigi series is the audience. The audience comes to see your battle performance like it's a literal play (a cute reference to Super Mario Bros. 3). The audience will start out small and grow the more impressive you become at timing your attacks and dodges. It's not just for show. The more people are in the audience (the game shows a number), the easier you can charge your special meter, Star Power or SP for short, which allows you to unleash a devastating attack. You can earn more of these special attacks the further you progress through the story. The developers, Intelligent Systems, didn't just leave it at that. You can earn more SP by doing Stylish Moves. After an attack, you can press A at the right time to wave at the audience or do an extra backflip, boosting your SP as a result. The crowd will cheer, sometimes even giving you items like health. There are also bad apples among them who try to sabotage your efforts or stage hazards like backgrounds falling down on you. It keeps battles fresh, especially bosses who may react to the audience differently. This has been the only Mario RPG that uses the audience as a mechanic! I haven't even mentioned the superb writing, oftentimes parodying the various characters and enemies in the Marioverse (deepest lore). While it's not going to be a looker on your HDTV, being a GameCube game, it's not going to diminish your experience overall because of its 2D looking aesthetics.
Castlevania: Aria of Sorrow
A Metroidvania with RPG elements; the best of both worlds. Since you can equip weapons, armor and skills that increase your stats, I consider this a 2D platformer/RPG (unlike Super Metroid), which honestly is a real shame not many series exist that have copied this formula. Castlevania: Aria of Sorrow and Castlevania: Symphony of the Night, the game it heavily borrowed from, show you how fun it can be exploring a huge castle with many challenging bosses and very little cutscenes to slow you down. There is a structure to it, since most of the areas are locked until you find the appropriate skill, but it still offers enough freedom and variety for you to explore. Koji Igarashi was involved in both games and what he and the staff did brilliantly is giving you a choice to affect the outcome of events and eventually the ending. Symphony of the Night did this better than Aria of Sorrow, but Aria of Sorrow is a bit better balanced and paced in my opinion. The inverted castle in Symphony of the Night, while a great idea, is a bit much. Alucard is at some point so overpowered, enemies feel more like a chore than a challenge. Not to say Aria of Sorrow doesn't have any issues; it does, but they feel more muted whereas Symphonia of the Night has a lot of highs. Michiru Yamane's soundtrack for example is a bliss to listen to. Ayami Kojima worked on the artwork and character design of both games which are terrific. Just play both of them and enjoy the ride.
Diablo II: Lord of Destruction
Still the king of procedurally generated dungeon crawl. An evolution of roguelikes and one that hasn't been improved upon for nearly two decades. What more needs to be said? If you haven't been there in the early '00s, you have unfortunately missed out. It's still a very good singleplayer game though, or co-op game if you can find friends to play with. No playthrough is the same and that is the strength of the game. There's still the foreboding plot, haunting music, challenging dungeons and nonlinear progression that tides you over. If there's one thing that holds it back is that you'll need to play through the game three times, preferably on Hardcore (permadeath mode), to experience the true horror (and satisfaction) of roguelikes. I think most of us will hit a brick wall on Nightmare difficulty and die, but if you're able to reach Hell difficulty, it's a relentless rollercoaster of running for your dear life and spamming potions whenever you see a champion pack of death. For that reason, Diablo II's experience is unmatched and an essential RPG to me.
Final Fantasy: The Four Heroes of Light
This game feels like a blast from the past except it's coated with modern sensibilities. It really is a contemporary take on classic Final Fantasy. Where most of the JRPGs from the early to mid 90s have aged poorly in my opinion, The Four Heroes of Light revels in JRPG traditions and gives them a modern twist, even making fun of them at times. The four main characters don't take themselves too seriously and only end up together due to circumstances. The writing is clever and don't have the localization and text space issues of its older brothers. Tomoya Asano, the producer of The Four Heroes of Light, went on to produce the Bravely Default games, but while that series has been criticized for being tedious and obtuse in the later half of the story; The Four Heroes of Light is briskly paced with no excessive bloat. That's how I like my RPGs. It's like a book. If it doesn't tantalize your readers and goes somewhere, then don't write it. I have high hopes for Octopath Traveler, Asano's next game. Let's hope it's as much of a love letter to classic JRPGs as The Four Heroes of Light.
Fire Emblem: The Binding Blade
The best turn-based Strategy RPG I've ever played. I'll just leave it at that since it's almost impossible to obtain it legally nowadays with GBA bootlegs still running rampant. Remember this name when Nintendo announces a remake.
Pokémon Red/Blue
"Take off your rose-tinted glasses!" you're probably thinking and you'd be right considering most of the mechanics are severely outdated, but hear me out. It's not just love for the original 151. Have you seen those horrible (back) sprites? Yellow is much better in that regard, but is more unbalanced (or more balanced depending on your view.) While Yellow is a bit too generous handing out the three starters relatively early, Red/Blue strikes a nice balance between the various types available, offering Eevee midgame as a way to round out your team. The Pokémon availability is generally genius whether it was intended or not. An example would be choosing Charmander over the much easier path of Bulbasaur or Squirtle. While you will struggle against Brock and Misty with Charmander, fire types are relatively rare in the game so it's a bit of a high risk/high reward situation (Flareon has awful special attack and doesn't learn a decent fire attack until lvl. 54.) You can however catch Growlithe in Red or Vulpix in Blue when you go to Celadon City, offering an alternative for the Bulbasaur/Squirtle trainers. Pokémon Ruby/Sapphire for example only offers Slugma and Numel early to midgame before going to Lavaridge Town (the 4th gym), both worse than Growlithe/Vulpix. Psychic is overpowered, but Abra is fortunately balanced around its teleport run mechanic and the Game Corner offers a low level Abra (Yellow offers a lvl. 15 Abra). While Alakazam is locked behind its evolution method and Mewtwo is locked until post game. Red/Blue also offers quite a bit of freedom after you enter Celadon City. There is usually more than one path to go and tackle the remaining gyms. You can for example skip Saffron until later since Sabrina can be pretty challenging if underleveled and unprepared. Or you can go to Cinnabar gym after Koga so you can finally have Flareon learn a good fire attack. Sure, you can use the primitive box system or HMs being locked in after you teach them as reasons to hold it against it being an essential RPG, but it doesn't change the fundamentals of its solid game design. It's both short and sweet, offering a variety of party members depending on the paths you take. That to me is more important than superficial updates to existing mechanics and adding more bloat that don't really matter in the grand scheme of things. I wonder if Let's Go can replicate the pace considering the new mechanics it wants to introduce.
Golden Sun & Golden Sun: The Lost Age
(Since they're tied together, I'll consider the two games as one package. Missing out on one would hamper your experience overall.)
If classic turn-based JRPGs and The Legend of Zelda had a baby, Golden Sun would be that baby. It's such a wonderful marriage of game design, one wonders why Nintendo didn't greenlit more games than just Dark Dawn (I know why. Shut up.) Great dungeon design, great class and summon system, great worldbuilding, great soundtrack, great optional content. Camelot went all out with the limited GBA hardware and is precisely why it's considered a cult classic among fans (Shut up. It's a cult classic to me since whenever Golden Sun comes up, everyone moans about its insipid writing. Golden Sun is more than just its writing. It's a sum of its parts.) Shame it had to be split between two seperate games though. Curse that password system!
Warcraft III: The Frozen Throne
The father of DOTA with a great singleplayer campaign and excellent building mechanics from the long and forgotten genre of real-time strategy. Nothing more needs to be said.
Xenoblade Chronicles
The mother of all modern JRPGs. A game I hold so high that I compare every newly released JRPG to it; not even Monolith Soft themselves have bettered it with subsequent releases. The world is so rich, the characters so lovable, the music so moving, and on the little Wii that could, that it's a miracle it all came out the way it did. I'm not sure who I should exactly credit, but if you compare this game to modern Final Fantasies, given the development time, I truly wonder whether it's a fluke by Monolith Soft. The other two games in the series has had a short development period as well, but unlike the first game, they feel rushed and have poor pacing as a result. None of that here. After the first few hours, it's sublime from beginning to end. The snappy writing obviously helps a lot, which is credited to three writers: Tetsuya Takahashi, Yuichiro Takeda and Yurie Hattori. The voice acting is also outstanding; probably the best a Nintendo published game has ever offered. I played around a 100 hours and it felt gripping all the way. Maybe it was during a time when I appreciated games more than today; I played the 3DS version and the lower resolution and sound quality definitely hampered the experience. It hasn't aged magnificently being a non-HD game, but I still consider it to be a must-play for any RPG fan. If you don't like the battle system, you'll know within the first couple of hours. For those that do, enjoy the adventure. It's brilliant.
--VOTE INFO START--
<HIGHLIGHT VOTE– 4 points>
Paper Mario: The Thousand-Year Door
</HIGHLIGHT VOTE– 4 points>
<FULL POINT GAMES – 2 points>
Diablo II: Lord of Destruction
Castlevania: Aria of Sorrow
Final Fantasy: The Four Heroes of Light
Fire Emblem: The Binding Blade
Golden Sun
Golden Sun: The Lost Age
Pokémon Red/Blue
Warcraft III: The Frozen Throne
Xenoblade Chronicles
</FULL POINT GAMES – 2 points>
<HONORABLE MENTIONS – 1 point>
Baten Kaitos: Eternal Wings and the Lost Ocean
Castlevania: Symphony of the Night
Final Fantasy: Crystal Chronicles
Fire Emblem: The Blazing Blade
Mario & Luigi: Superstar Saga
Octopath Traveler
Skies of Arcadia
Tales of Symphonia
The Last Story
The World Ends With You
</HONORABLE MENTIONS – 1 point>
--VOTE INFO END--
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