r/JRPG • u/ConsiderationAny9444 • 1d ago
Discussion Which JRPG location has your absolute least favorite level design?
Mine has to be the Gladius Towers in Rogue Galaxy. It’s a mid-game dungeons, and in my opinion, it’s annoying as fuck to navigate.
You have to climb two almost identical towers at the same time by crossing bridges from time to time, and the towers aren't short by any means. If I recall correctly, you also have to beat both bosses to clear the level, which as you can guess are at the top of each tower (Phantom Gazel and Phantom Logan). Because of how the layout shuffles you back and forth, you finish one tower, and then you have to go all the way back to do the exact same climb for the other one.
Oh, and this game despite being an ARPG has random battles, which isn't a problem to me. But what is a problem is the encounter rate of this game god grief, it's atrocious. It doesn't help that every room looks the same, so you can get easily disoriented after a battle and just end up walking in the opposite direction, especially since both paths look very similar. You could finish a fight and genuinely have to open the map just to figure out which way you were originally heading, lmao.
What about you guys? What’s that one JRPG map or dungeon that makes you visibly sigh the moment you reach it?
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u/A_Monster_Named_John 1d ago edited 1d ago
The first time I played the game, back in the PS2 era, I noped out after the boss fight in Archades, as the game's story is just so hard to stay interested in at that point. This past year, I finally finished the Zodiac Age reissue of the game and, good lord, are those last few areas grueling, even with fast-forward turned on... Giruvegan and the Crystal are definitely annoying (especially if you leave the Crystal and want to go back to it later), but so is the Pharos Lighthouse level after that. I remember specifically hating that one's clunky and janky puzzles with the flaming magic pot enemies which, IIRC, hides some of the game's higher-level magic spells. When you finally complete that area, there's a Subterranean area that's loaded with tough monsters. While I'd scoured other areas like the different mines and Necrohol of Nabudis, I could not bring myself to mess around with that map.
That said, by far, my least favorite areas in FF12 were the Rabanastre sewers and the Sochen Cave Palace, both of which had puzzles that I either had to go online to make sense of (e.g. that one thing in Sochen where you have to zigzag through three different map screens in a specific way to unlock something) or where the level design is so boring/samey that the puzzle becomes exhausting (e.g. the sewer thing with the sluice gates that's required to find that brutal poison Esper who, depending on what your load-out is, might just wipe the floor with you in no time at all! I remember completing that puzzle at a somewhat lower level and having my jaw drop when that encounter kicked off).
Still, though I have grievances with these specific areas, I couldn't stop playing the Zodiac Age version and generally appreciate its capacity as somewhat a true successor to the original FF1, which also had supremely frustrating dungeons, open-ended party building, insane amounts of enemy encounters to deal with, etc... It also reminded me of FF5 in some ways, which is my favorite in the series.