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Typical JRPG: These 15 cliches meet you in almost every Japanese role play

When it comes to Japanese role-playing games, the developer studios like to serve in the cliché box, both to the joy and the chagrin of the fans. From the Mysterious Memory Loss of the Protagonist on the everyday life of a high school student to invincible bosses who only want to shape time: there are numerous different clichés **, which always find their entry into the role-playing games. And they also like to divide the ghosts.

Of which some things do not get enough, others can not see anymore. Tastes are known as different and ensure that every title finds his fans. But so different you may like, one thing all clichés together: they are typical of JRPGS and just belong to it. There are often parallels to recognize anime that resort to similar clichés. If you are traveling a lot in the genre, you certainly have noticed that some aspects are always reappear. Maybe you will find some of them even in your favorite games. Let’s start with clichés 1 to 3 !

Contents

  1. Page 1typical JRPG: 15 clichés in Japanese role games – 1 to 3
    1. 1.11. Amnesia: How was that right?
    2. 1.22. Sounds of Silence: Mute protagonists
    3. 1.33. As in anime: tsunger protagonists
  2. Page 2typical JRPG: 15 Cliches in Japanese Rolls – 4 to 6
    1. 2.14. Nice, kindhearted, inconspicuous: the main character of next door
    2. 2.25. The world in the hands of teenagers
    3. 2.36. Back to school
  3. Page 3typical JRPG: 15 clichés in Japanese role games – 7 to 9
    1. 3.17. Limited group in the course of the story
    2. 3.28. It live the power of friendship
    3. 3.39. Sandbox friends recycled
  4. Page 4Typical JRPG: 15 Cliches in Japanese Rolls – 10 to 12
    1. 4.110. Grinding and uncreative fetch quests
    2. 4.211. Mini games as a side employment
    3. 4.312. Dubbing fighting
  5. Page 5typical JRPG: 15 Cliches in Japanese Rolls – 13 to 15
    1. 5.113. Fight won? Video sequence lost!
    2. 5.214. Invincible bosses and time adversals

3. 5.315 \. The only true end of the end
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Every JRPG Ever

1. Amnesia: How was that right?

A practical way to establish the background history of a character that is to be revealed later in later course is amnesia. The developers sometimes get more, sometimes less obvious and let already fall for the past of the figure early. An example of this is the protagonist Alphen from Tales of Arise (Buy Now), which can not remember anything, which has happened before his wake up on the planet Dhana. The reason why he wears an iron mask is a foggy.

The memory loss but does not necessarily have to be established at the beginning, but can also be used in the middle of the game as a narrative means. The dropouts provide for an incomplete narrative, especially if the person concerned is around the protagonist, from whose perspective the action will be described.

Nevertheless, it is pretty striking how many of the actually hopits and energetic heroes suddenly suffer from a poor memory. Whether there is a greater power in the game that goes for our favorites? Maybe you should pay attention to take more vitamin B12 to strengthen your mind in addition to your body. This also helps in the fight against the end bosses, which we will talk about later.

2. Sounds of Silence: Mute protagonists

If you start a new JRPG, the chances are good that the main character will not be talking – at least off the intermediate intercombers like “Hiyah!”, Which mainly shaped link from The Legend of Zelda. The whole should serve to feel closer to the protagonist and to determine his character a bit of itself. This works above all by selectable dialogue options that have differently strong consequences and give you the chance to introduce yourself into the game.

Or you do not want it exactly and instead forms the most reseller character. Straight Joker from persona 5 has some fleet sayings in stock, which would certainly bring him into trouble in real life. Especially silent , however, are the own coaches in the Pokémon games \ – but moment, after all, no one speaks anyway. The protagonist from Monster Hunter Stories 2: Wings of Ruin also communicates exclusively through facial expressions and gestures, but his Felyne buddy Navirou can not stop talking.

The fact that there are also counter-examples in which the main character speaks quite normal, shows in games like Scarlet Nexus or Nier Automata. Nevertheless, it is often used enough and is one of the clichés, which are least likely to be liked by the fans. A bond to the character can be produced even better the more you get from his authentic nature.

3. As in the anime: tsunger protagonists typical JRPG: These 15 tropics meet you in almost every Japanese RPG (2) Source: Bandai Namco

The fact that Japanese games are strongly influenced by anime and manga is not surprising. Accordingly, it does not surprise that you will meet regularly on a so-called tsunger .

These are characters that behave particularly banged, but it is not really. They are, for example, in the presence of other figures where they are interested, even most amiable; Or they try to hide their true feelings behind this unpleasant shell.

It already speaks volumes that there is a term in Japanese pop culture. You can basically ask any JRPG and will quickly meet such a character. Often it is even the protagonists themselves who carry these trains in themselves: Shionne from Tales of Arise, Kasane from Scarlet Nexus, mythra from Xenoblade Chronicles 2… The list is skis endless. But are we honest, whether play or anime: do not we love the characters exactly because they are just like that?

_ Continue on page 2 with the clichés 4 to 6! _

Page 1 Typical JRPG: 15 clichés in Japanese role games – 1 to 3

Page 2 Typical JRPG: 15 clichés in Japanese role games – 4 to 6

Page 3 Typical JRPG: 15 Cliches in Japanese Rolls – 7 to 9

Page 4 Typical JRPG: 15 Cliches in Japanese Rolls – 10 to 12

Page 5 Typical JRPG: 15 clichés in Japanese role games – 13 to 15

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