{"id":36609,"date":"2026-03-16T10:32:44","date_gmt":"2026-03-16T02:32:44","guid":{"rendered":"https:\/\/sgbuzz.com\/?p=36609"},"modified":"2026-03-16T10:32:44","modified_gmt":"2026-03-16T02:32:44","slug":"the-future-of-jrpgs-means-leaving-the-genres-classic-combat-design-behind","status":"publish","type":"post","link":"https:\/\/sgbuzz.com\/?p=36609","title":{"rendered":"The future of JRPGs means leaving the genre&#8217;s classic combat design behind"},"content":{"rendered":"<p><br \/>\n<\/p>\n<div>\n<p>During a talk at the Korean gaming conference G-Star 2025, Katsura Hashino \u2014 director of <em>Metaphor: ReFantazio<\/em> and the last three mainline Persona games \u2014 expressed his vision for the future of JRPGs. For Hashino, the genre is heading toward a fundamental change that will lead to what he calls &#8220;JRPG 3.0.&#8221; He said that the classics belong to the 1.0 generation and that we\u2019re currently in the 2.0 version of the genre.<\/p>\n<p>    <!-- No AdsNinja v10 Client! --><!-- No AdsNinja v10 Client! --><\/p>\n<p>While there&#8217;s little to gain from approaching cultural change from an evolutionist perspective, Hashino&#8217;s commentary is spot-on. The history of JRPGs has a long tail, but little has changed in how these games have been designed until, in the last five years, a small but significant aesthetic shift began. What exactly &#8220;JRPG 3.0&#8221; will look like is a mystery (not even Hashino can say), but it feels like the transformation is beginning in one of the genre&#8217;s most polemical aspects: combat. Specifically, a move away from traditional turn-based combat.<\/p>\n<div class=\"body-img landscape \">\n<div class=\"responsive-img  image-expandable  img-article-item\" style=\"padding-bottom:56.25%\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_metaphor.jpg\" data-modal-id=\"single-image-modal\" data-modal-container-id=\"single-image-modal-container\" data-img-caption=\"&quot;Image: Studio Zero\\\/Atlus via Polygon&quot;\">\n<figure><picture><source media=\"(max-width: 480px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_metaphor.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_metaphor.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\"\/><source media=\"(max-width: 767px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_metaphor.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_metaphor.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\"\/><source media=\"(max-width: 1023px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_metaphor.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_metaphor.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\"\/><img width=\"1650\" height=\"928\" loading=\"lazy\" decoding=\"async\" alt=\"A Metaphor: ReFantazio screenshot showing the characters fighting a human enemy\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_metaphor.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\" src=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_metaphor.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\" class=\"img-brightness-opt-out\"\/>\n        <\/picture><small class=\"body-img-caption\">Image: Studio Zero\/Atlus via Polygon<\/small><\/figure>\n<\/p><\/div>\n<\/p><\/div>\n<p>Released in 2024, <em>Metaphor: ReFantazio <\/em>marked not only the beginning of a new IP for Studio Zero and Atlus, but a slight change in the traditional battle design seen in the Persona games. From <em>Persona 3<\/em> and <em>Persona 4<\/em> to the ultimate version of the fifth entry, <em>Persona 5 Royal<\/em>, fights were strictly turn-based. This changed with <em>Metaphor<\/em>.<\/p>\n<p>Studio Zero&#8217;s latest game includes many signature features from its previous titles, such as social links, but it introduces a hybrid combat system. It features active, real-time combat while on a field where you can either kill enemies or stun them. You can only use a basic combo following the equipped archetype&#8217;s style, and dodging is your defense tool. When you\u2019re ready, you can swap to a turn-based mode, where strategies and the characters&#8217; full potential can truly be put to use. Most of the time, the real-time combat is but a precursor for the moment you activate the turn-based mode and finish off enemies.<\/p>\n<p>Two years before <em>Metaphor: ReFantazio<\/em>, Nihon Falcom released the 11th game in the Trails series, <em>The Legend of Heroes: Trails Through Daybreak<\/em>. Up until the previous entry, <em>Trails into Reverie<\/em>, combat had always been turn-based, much like the Persona series. That changed with <em>Daybreak<\/em>. It broke with a 17-year design tradition by presenting a hybrid system.<\/p>\n<p>Falcom&#8217;s iteration of the hybrid combat is a core part of the game&#8217;s mechanics. Transitioning from one mode to another is seamless and fundamental to activating many abilities characters obtain through the quartz system. Enemies are either weak to physical or magical damage, which requires you to change characters on the field for more effective damage output. Moreover, stunning them allows you to unleash a powerful first attack when deploying the turn-based mode. Since <em>Trails Through Daybreak<\/em>, the hybrid combat system has been present in all new Trails games \u2014 even in the remake of the first one, <em>Trails in the Sky 1st Chapter<\/em>.<\/p>\n<div class=\"body-img landscape \">\n<div class=\"responsive-img  image-expandable  img-article-item\" style=\"padding-bottom:56.25%\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_trails.jpg\" data-modal-id=\"single-image-modal\" data-modal-container-id=\"single-image-modal-container\" data-img-caption=\"&quot;Image: Nihon Falcom\\\/NIS America via Polygon&quot;\">\n<figure><picture><source media=\"(max-width: 480px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_trails.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_trails.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\"\/><source media=\"(max-width: 767px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_trails.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_trails.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\"\/><source media=\"(max-width: 1023px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_trails.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_trails.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\"\/><img width=\"1650\" height=\"928\" loading=\"lazy\" decoding=\"async\" alt=\"A Trails Beyond the Horizon screenshot showing Van\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_trails.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\" src=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_trails.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\" class=\"img-brightness-opt-out\"\/>\n        <\/picture><small class=\"body-img-caption\">Image: Nihon Falcom\/NIS America via Polygon<\/small><\/figure>\n<\/p><\/div>\n<\/p><\/div>\n<p>There is, however, another important detail in how these two games use the hybrid combat system. Swapping from one mode to the other is only possible when fighting regular enemies: when the battle is of critical importance to the story, turn-based is the only option.<\/p>\n<p>Throughout the years, JRPGs have done little to distinguish climatic encounters from day-to-day fights. There have always been visual and textual elements supporting the role of a fight within the narrative, but for far too long, JRPGs have relied on high-end cinematic cutscenes and Homeric plots to affect players&#8217; experiences. However, when games like <em>Metaphor: ReFantazio<\/em> and <em>Trails Through Daybreak<\/em> establish that an important \u2014 and usually challenging \u2014 encounter must be faced through turn-based combat, we can mechanically experience the flow of the narrative.<\/p>\n<p>In both games, when battling common enemies on the world map or while exploring sewers and caves, you stay in real-time mode, slashing enemies without any sort of system holding you back and not caring too much about who or what you are fighting. It is exactly the kind of combat we need when dealing with enemies whose purpose is only to feed your character with experience points and help them grow stronger. This creates an effective contrast with turn-based combat, which is the only mode available in most boss fights. The moments where the stakes are higher are when we, as players, must ponder our decisions and evoke the characters&#8217; strongest abilities. Turn-based becomes the crescendo in the epic symphonies developers create.<\/p>\n<p>This design philosophy takes other forms too, not always relying on a hybrid combat system. <em>Dragon Quest 7 Reimagined<\/em>, for instance, shows enemies on the field, allowing you to decide whether you want to fight them or not. At the same time, once you are strong enough, you can defeat enemies on the map with a single hit. Similarly, in <em>Monster Hunter Stories 3: Twisted Reflection<\/em>, when facing weak enemies you have already killed before, you can choose to &#8220;speed up&#8221; the encounter by pressing both analog sticks and defeating them instantaneously.<\/p>\n<div class=\"body-img landscape \">\n<div class=\"responsive-img  image-expandable  img-article-item\" style=\"padding-bottom:56.25%\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_monsterhunterstories3.jpg\" data-modal-id=\"single-image-modal\" data-modal-container-id=\"single-image-modal-container\" data-img-caption=\"&quot;Image: Capcom via Polygon&quot;\">\n<figure><picture><source media=\"(max-width: 480px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_monsterhunterstories3.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_monsterhunterstories3.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\"\/><source media=\"(max-width: 767px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_monsterhunterstories3.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_monsterhunterstories3.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\"\/><source media=\"(max-width: 1023px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_monsterhunterstories3.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_monsterhunterstories3.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\"\/><img width=\"1650\" height=\"928\" loading=\"lazy\" decoding=\"async\" alt=\"A Monster Hunter Stories 3: Twisted Reflection screenshot showing a fight against Manamalo\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_monsterhunterstories3.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\" src=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/03\/rpgfuture_monsterhunterstories3.jpg?q=49&amp;fit=crop&amp;w=825&amp;dpr=2\" class=\"img-brightness-opt-out\"\/>\n        <\/picture><small class=\"body-img-caption\">Image: Capcom via Polygon<\/small><\/figure>\n<\/p><\/div>\n<\/p><\/div>\n<p>A constant critique of the genre focuses on the slow rhythm of turn-based combat, which is often highlighted by the grindy nature of many titles. The future of the genre does not lie in abandoning this type of combat design. It lies in creating more meaningful experiences with it. Instead of monotonous sequences of battles against low-level enemies in what feels like endless turns, these new games are designed in a way so we can dedicate our attention and time to moments that matter in the broader scope of the narrative.<\/p>\n<p>Whether the fundamental change in the genre will come from the work of any of these established studios remains to be seen. Last year, <em>Clair Obscur: Expedition 33<\/em> shook the industry with its hybrid turn-based, real-time combat system. What we can know for sure is that the creative minds behind these games are pushing JRPGs forward \u2014 and it&#8217;s up to us to observe what could be the beginning of a cultural shift in one of the oldest video game genres.<\/p>\n<\/p><\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.polygon.com\/jrpgs-turn-based-combat-analysis\/\" target=\"_blank\" rel=\"noopener\">Read Full Article At Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>During a talk at the Korean gaming conference G-Star 2025, Katsura Hashino \u2014 director of Metaphor: ReFantazio and the last three mainline Persona games \u2014&#8230;<\/p>\n","protected":false},"author":1,"featured_media":36610,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[32],"tags":[1774,3976,443,2562,18200,13043,6899,10],"class_list":["post-36609","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tech-gadgets-reviews","tag-classic","tag-combat","tag-design","tag-future","tag-genres","tag-jrpgs","tag-leaving","tag-means","wpcat-32-id"],"_links":{"self":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/36609","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=36609"}],"version-history":[{"count":0,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/36609\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/media\/36610"}],"wp:attachment":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=36609"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=36609"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=36609"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}