There are plenty of games with brilliant combat systems, especially RPGs, but sometimes they are too dense to learn easily. Infinite space is a good example of combat on the DS that has tactical spaceship combat and where players place crew members will affect what they can do. Killer 7 is a complex third-person/first-person hybrid from the GameCube generation, with a lot going on between seven different killer personalities.
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Think RPGs only reward mined builds? Think again. From Nioh's Stances to Monster Hunter's Weaknesses, these games are all about precision and timing.
These are just a few examples, but the other ten are even more complicated for many reasons. They are by no means unplayable, and it's not like ANYONE can figure out these combat concepts. They're just not something that everyone has been able to handle.
Monster Hunter Wilds
Deep learning curve
Monster Hunter Wildsand others Monster Hunter games, are some of the most complex action RPGs ever. Players have fourteen weapons to choose from, each with their own significant learning curve, from the Switch Ax to the Bow.
New to this game are weak spots that are easy to exploit for most weapons, but then there are also Power Clashes to complete combos. With basic attacks and learning when to dodge, players can get by, especially with more experienced players helping them with online co-op.
Dissidia 012 Final Fantasy
Be brave
Dissidia 012 Final Fantasy is a fighting game for PSP with different protagonists and villains Final Fantasy. It's a 3D arena fighter as well as an RPG as players can equip gear before battle. When characters start a battle, they will have a set of bravery points and HP. By attacking the other player, they can steal bravery points to make their attacks stronger.
When one player has had enough, they can break through and start taking HP damage, which may sound simple, but it never feels like a one-on-one game. Along with hard to pull off moves for each character, it's not Street Fighterbut button mashers may still be in luck.
The world ends with you
Double screen, double headache
The world ends with you is a unique action RPG for the DS in many ways, one of which is the Pin system. On the bottom screen, the main character, Neku, can equip Pins with various abilities that can be activated by various touch prompts, from quick slashes to stylus swipes.
On the top screen, Neku's sidekick, who will change between chapters, can be controlled using the D-Pad and face buttons. Anyone who owned a DS knows that this setup was counterintuitive, but luckily anyone who ignored the top screen was mostly fine because there were ways to automate the partner.
Disgaea: Hour Of Darkness
A little off
Disgaea: Hour of Darkness is the first game in the tactical RPG series to debut on the PS2. At its core, the game is like any other tactical RPG, with a class system, equipment, and a grid-based map. On the grid, colored geodes can affect stats like defense reduction on blue squares that can be disabled, but keeping track of how one geode affects another could turn into a headache.
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Players could also pick up allies or enemies and throw them. The items had mini-dungeons that players could go through to level them up, and there was a judging system that basically allowed players to cheat. Playing Disgaea: Hour of Darkness like a normal tactical rpg it ends up mostly going well but may need some extra grinding.
Resonance of fate
Slick As Heck And Hard To Master
Resonance of fate has one of the most amazing combat systems in any turn-based game, and has been for over a decade. Unfortunately, it can be difficult to direct three party members to properly perform their high-octane moves with impunity. All three party members, consisting of mercenaries Zephyr, Vashyron, and Leanne, wield weapons.
During turns, players can play it safe and stay still, fire some shots, or they can run and shoot. Performing action moves while on the move can deal more damage, but if party members or enemies run over the character's planned route, it will be messed up. It takes a long time to get comfortable enough to not get completely lost, let alone fully understand things.
Patapon
March To The Beat
Patapon is a rhythm RTS that started on the PSP, where players are a god who can control cute little soldiers who all fall into different weapon classes. Different drum beats will change how these creatures will play, from marching to attacking to retreating.
Because it all works on a rhythm basis, it can be tricky to keep your cool in the middle of a losing battle. Remembering what rhythm does what in a hectic battle can cause a party to lose rhythm and thus become more difficult to control, leading to many mission failures. The remaster made things a little easier, but it's still not an RTS or rhythm game that anyone can handle.
Project X Zone 2
Tactical fighter
Project X Zone 2 is another tactical RPG that moves characters around on a grid, but it's even crazier than Disgaea: Hour of Darkness as it is a crossover RPG between Sega, Bandai Namco and Capcom characters. Most units come in pairs like Jill and Chris from the Resident Evil series, and instead of just attacking on the map, the game moves to a 2D screen where players are given a certain amount of energy to attack the enemy as much as possible.
It's almost like a fighting game because players can learn how to string combos together, especially if the characters choose a third supporting character for their unit. The most basic line of attacks will work if players don't grasp the combo system, but battles will take much longer.
Romancing Saga: Minstrel Song
No hand in this RPG
Any game in Saga series could be nominated because they aren't turn-based RPGs for everyone. Romancing Saga: Minstrel Song is perhaps one of the more complex and fitting ones since the release of the recent remaster. Players can choose between eight different characters, each starting in different areas with different settings, some harder than others.
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For example, Gray will start the party while Sif won't, making the encounter more challenging at first. Characters will level up based on what they do, so attacking can increase power while hitting can increase HP. Random new skills can also be learned in battle. Since progression is random with no gauges, there can be a lot going on, and I'm not even talking about a lack of guidance or an overly complicated magic system. Grinding, crossing fingers and hoping for the best could be enough to get players through.
Kid Icarus: Rebellion
Difficult control scheme
Kid Icarus: Rebellion was the return of a 3DS franchise that last saw play on the Game Boy. There were two types of playstyles in the game that alternated fairly evenly. In some segments, players controlled the hero Pit in flying segments on Star Fox-like tracks, shooting down enemies with a bow and various other power-ups.
There was also ground combat with hack-and-slash-like gameplay The heart of the kingdom. Ground controls were fine, but air controls felt cramped on the 3DS, as players had to control Pit with an analog stick and stylus, and no position ever felt comfortable. With a generous difficulty slider, players could make these levels a breeze in exchange for less loot.
Kunitsu-Gami: Path of the Goddess
Samurai RTS
Like Patapon, Kunitsu-Gami: Path of the Goddess it has RTS DNA in it, which means the strategy in battle can be complex. The game takes place in a fantasy version of feudal Japan, and players have to guard the priestess in different stages while the demons crawl out of the gates. Players can attack these demons themselves or by summoning random class units to help.
Since this is a third-person game and some maps can be larger, it can be difficult to follow every action, all while guarding a priestess. Each mission is essentially a protection task, and if the priestess takes too much damage before she can seal the gates, it's game over. By putting effort into upgrades and patience, players can make progress, but it is by no means easy.
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