The debate will always rage, and the supposed elitists will say there's more depth, realism, and freedom involved with real-time combat. And I could turn around and claim that a dungeon-crawler with hack 'n slash is far more repetitive than any old Final Fantasy. I enjoy the micromanagement and preparation and strategy and everything else that comes with the turn-based RPG. Some will claim there's no challenge involved with "a bunch of menus," but chances are, the only people who claim that are under the age of 20 and just think all RPGs use a real-time mechanic. But in retrospect, and as I sit down objectively and look at the situation now, I miss the turn-based RPG because it offered a legitimate, and more importantly, different, role-playing experience. You know, pining for the good ol' days that were only the "good ol' days" because of the rosy memories that occasionally flit through my oft-overloaded brain (no, not bragging it's mostly just debris). These days, though, with the apparent death of the turn-based RPG – even on the Japanese front – I have found myself extraordinarily disappointed.
#Gametrailers fable anniversary review Pc#
Remember the glory days of the late '90s? With all those wonderful PS1 and PC RPGs? If you're a fan, you know exactly what I'm talking about, and you also know the significant and appreciated difference between the WRPG and JRPG in those days.
Even those who don't enjoy the genre probably can't blame me, considering the time period in question stretched between the early-to-mid-'90s and…well, a few years ago. Editorial: Turn-Based RPGs Flatline SeptemBen-Dutka - 29 Commentsįor the longest time, I played almost nothing that wasn't a role-playing game.