Let’s Talk About JRPGs
The JRPG. An acronym you cannot possibly utter around a non-gaming significant other if you want to get laid in the next week. We all know the stereotypes by now. Pointy-haired androgynous super-teenagers who alternate between angst, incestual love, underage love, and beating up Satan.
Yup. I’m sure there are more jokes in there, but the sad fact is I don’t actually need to make them, do I? You’re all filling in the blanks now about oversized swords and convoluted plotlines. Don’t lie, you’re doing it.
Or watching clever videos about it like this:
Here’s the thing. JRPGs weren’t always about angsty teenagers delving into forbidden love and delivering laughably wooden dialog. (Seriously, listen to laughter in a recent JRPG. I don’t care which one, pick. Junior high drama teachers have higher standards). When Final Fantasy was first released, it was basically an unlicensed D&D clone with a recurring villain and the classic module quest about roaming the countryside in search of loot and assorted macguffins. There are no angsty teenagers in this story. There are no pointy-haired androgynous twats because the NES could not generate such a thing. Instead, you have to go off of that archetypal fighter who hits stuff.
Now, Square kept making a lot of these games, because, you know, Final Fantasy was pretty good. Two wasn’t, so let’s go on pretending that one never happened. Despite Square’s continued releases of it on everything from portable consoles to phones to toasters. Seriously, I don’t know who in Square came up with the crazy job system and kept it going for this long, but it isn’t great.
For the most part, these new Final Fantasies, besides being poorly-named, were rather nice.
Then, this happened.
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