Tag Archives: Grandia

The MoeGamer Podcast: Episode 19 – Best of Battling

Good afternoon! Welcome, once again, to The MoeGamer Podcast, featuring a pair of shamelessly pants-free games enthusiasts: myself, and the good Mr Chris Caskie of MrGilderPixels.

The MoeGamer Podcast is available in several places. You can subscribe to my channel on YouTube to stay up to date with both the video versions of the podcast and my weekly videos (including the Atari A to Z retro gaming series); you can follow on Soundcloud for the audio-only version of the podcast; you can subscribe via RSS to get the audio-only version of the podcast in your favourite podcast app; or you can subscribe via iTunes. Please do at least one of these if you can; it really helps us out!

Or you can hit the jump to watch or listen to today’s episode right here on MoeGamer.

Continue reading The MoeGamer Podcast: Episode 19 – Best of Battling

From the Archives: Battle Systems I Have Loved

Given the amount of time you spend kicking the crap out of everything from small woodland creatures to skyscraper-sized giant robots in JRPGs, it’s fair to say that the battle system is one of the most important aspects of the game.

It’s also one of the most commonly-cited reasons for the genre’s supposed stagnation, as many assume that modern JRPGs still make use of the old Final Fantasy/Dragon Quest-style “Attack, Magic, Item” menu systems rather than doing something a bit more interesting.

While many JRPGs certainly do still make use of simple turn-based menu systems, there are just as many out there that either put an interesting twist on this basic formula or mix things up entirely with something completely wild.

This article was originally published on Games Are Evil in 2012 as part of the site’s regular Swords and Zippers column on JRPGs. It has been republished here due to Games Are Evil no longer existing in its original form.

Continue reading From the Archives: Battle Systems I Have Loved