If you have an email ending in @hotmail.com, @live.com or @outlook.com (or any other Microsoft-related domain), please consider changing it to another email provider; Microsoft decided to instantly block the server's IP, so emails can't be sent to these addresses.
If you use an @yahoo.com email or any related Yahoo services, they have blocked us also due to "user complaints"
-UE
Comments
Also, you made the ending of Persona 4 sound way worse than it actually is. D=<
And... well... maybe...
I didn't like it at all though.
That said, it's not any worse than most other RPGs.
The problem is just that JRPGs in general have shitty endings. Or plots in general, but especially endings.
That, the just quirky nature of the game, that it takes place in a modern-day environment instead of a standard sci-fi or fantasy setting, being able to see enemies, automatically winning battles if your levels are so high that fighting is pointless, and that I loved it as a kid.
You know what gets me about JRPGs though? That both EB and Chrono Trigger introduced features that really should have become standard practice, namely being able to see enemies (in EB they spawn, in CT they're pre-placed) and yet... JRPGs since then went right back to invisible random encounters. It's like J-RPGs never fucking grow up.
Just so we're clear, I don't necessarily think Western RPGs are much better.
THERE, IS THAT ENOUGH OF A RANT FOR YOU, BOB?!?!?!
I honestly thought Ultima V (the computer versions, not the shit NES port) was slightly better.
Woops, Ninja'd
First of all, Zelda 2 had that before Earthbound and Chrono Trigger. And probably some even earlier game had that too.
And actually, it has become pretty standard. Even Dragon Quest, a series known mostly for being ultra-traditional, has that in at least Dragon Quest IX.
Though yeah, it is weird that there are even any games at all that use invisible random encounters, since it's just about my least-favorite game mechanic ever.
^^^The problem is JRPGs with their lengthly nature need an epic ending and I was prepared for that inherent flaw. Honestly, it was only a problem with the final two boss fights for me, while the rest of the game remained properly character-focused.
Ultima: the First Age of Darkness did it in 1980, and it's a regular feature in the series (though oddly was removed from the NES port of Ultima IV... but not III or V).
To be fair though, its not like Western RPGs were much better about this (I'm not sure if that's improved)