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Every Single JRPG Should Have a 3x Speed Option Final Fantasy XII X EarthBound speed up the grind

Every Single JRPG Should Have a 3x Speed Option

Iā€™ve been replaying a lot of classic JRPGs lately. Getting lost inside a massive adventure is a good way to experience a bit of virtual tourism and forget that weā€™ve all been locked inside our homes for the past year. From formative SNES classics, to forgotten PlayStation 1 gems by Square Enix, to Atlusā€™ Persona series, each of these games has given me an excellent adventure that further illuminated what game design was like during its era and how each went on to influence games to this very day.

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These games varied drastically in setting, tone, and mechanics. From the RPG zenith of Chrono Trigger, to the modern urban horror of Parasite Eve, to the high school simulation of Persona 4 Golden, to the love-it-or-hate-it experimentation of Final Fantasy XII, the games have all delivered their own unique brand of enjoyment. However, thereā€™s one feature that transcends all of these different subgenres, one that Iā€™ve come to feel should become a staple of any JRPG re-release going forward ā€” the ability to speed up time in both exploration and combat.

I didnā€™t realize just how much this feature could help keep me engaged with a sprawling RPG until I started replaying a bunch of the Final Fantasy games on Nintendo Switch. I wanted to blast through Final Fantasy VII in preparation for the release of its Remake last April. And honestly, with so many other games on my plate that I had to play for other work projects, the quality-of-life changes made in these updated ports were an absolute godsend. Simple things like minimal loading times and the Switchā€™s portability helped make the process a smooth one. But the ability to crank up the in-game speed to 3x the normal pace is what really got me to put my nose to the grindstone and finish the JRPG over the course of a few days.

Every Single JRPG Should Have a 3x Speed Option Final Fantasy XII X EarthBound speed up the grind Final Fantasy VII

Zipping my way out of Midgar, blazing across the world map, and absolutely cruising through grindy battles where I didnā€™t need to deploy too much thought and strategy allowed me to experience a game Iā€™d already played several times before in a brisk and consumable manner. In fact, I was making such good time that I managed to crack through my previous hangup of always stopping right before the end of the game, and I actively decided to descend into the Northern Cave and take out Sephiroth. I was able to fully explore the game in under 20 hours.

This speed increase is also present in Final Fantasy VIII and IX, but itā€™s perhaps most useful in Final Fantasy XII, where the boost almost makes it feel like a completely different game. Because of how its Gambit system works, you put in all of the legwork before battles in terms of setting up your characters, assigning their abilities, and using the internal logic of ā€œif-thenā€ statements to determine how theyā€™ll react in various combat scenarios. If you did your homework right, youā€™re just sitting back and watching battles unfold, meaning that increasing the speed doesnā€™t take away any of the strategy whatsoever.

Cut to a few weeks ago. I decided to jump into Final Fantasy X HD on Switch. While I loved it when it first released in 2001 on PlayStation 2, I hadnā€™t played through it since. Turns out that game doesnā€™t have the speed-up options of its siblings, and man oh man, replaying this JRPG is turning out to be a real slog. Its slow opening 10 hours are dragging me down, and grinding has been a chore. Plus, I just had to go through my first Blitzball match, which made things so much worse. Comparing this to any of the aforementioned games feels like night and day.

Every Single JRPG Should Have a 3x Speed Option Final Fantasy XII X EarthBound speed up the grind Persona 3 Portable

The Final Fantasy series isnā€™t the only one that benefits from speed options or stumbles because of a lack of them. Dragon Quest XI S lets you toggle the battle speed between Normal, Fast, and Ultra Fast. And while these settings donā€™t transfer to your overworld movement, they helped make playing through its massive campaign a year ago a joy. Conversely, I recently went back to replay Persona 3 Portable on Vita. And as much as I love that game and series ā€” I probably spent 200 hours playing Persona 4 Golden and Persona 5 Royal in 2020 and plan on devouring Persona 5 Strikers in a few weeks ā€” having to grind at a standard pace makes me miss that ability to speed things up.

I have a pretty deep backlog of classic PS1 JRPGs on my Vita like Chrono Cross, Vagrant Story, Suikoden, and Xenogears that Iā€™ve been meaning to go back to, but the fact that Iā€™ll have to play them entirely at regular speed keeps me from happily jumping into any of them. I know itā€™s dumb to complain about experiencing games the way they were originally designed to be played, but the quality-of-life improvements in some of the recent ports has spoiled me.

While writing this piece, I realized that this speed option reminded me of the way I used to play certain SNES games when I was a kid. Growing up, we had two different SNES controllers with our console ā€” one of the standard official Nintendo ones, and a third-party Ascii Pad. My older brother would always use the official one, so I got stuck with the Ascii. But despite being oddly shaped, the Ascii had the ability to toggle each individual button to autofire, which made blasting through menus a breeze. While this didnā€™t really help in platformers like Donkey Kong Country or timing-based RPGs like Super Mario RPG, it ended up becoming a godsend in certain RPGs like EarthBound. To this day, despite having the SNES Classic plugged in at all times, Iā€™ll dig out my original console and the old reliable Ascii if Iā€™m in the mood to replay EarthBound.

Every Single JRPG Should Have a 3x Speed Option Final Fantasy XII X EarthBound speed up the grind

Now, I donā€™t feel this way about all media. I know a lot of folks do this, but the idea of listening to podcasts at 1.25x or 1.5x speed seems so strange to me. But for these specific instances of classic JRPGs, having the option to speed things up can be the difference between my bouncing off a game after a few hours or seeing it through to the end.

A lot of genres have these quality-of-life elements that make a world of difference. Tough platformers like Super Meat Boy and Celeste keep you coming back for more because your character respawns instantly after death. Certain move-based puzzle games like Catherine allow you to rewind a certain amount of moves, giving you a bit of leeway if you pin yourself into a corner. This feature is also present in The Disney Afternoon Collection, which is a blessing for some of those tough 8-bit classics. And any game thatā€™s heavy on the cutscenes should allow you to pause them or skip them entirely on repeat playthroughs.

March and April are currently looking a bit light on new releases. Obviously that could all change with a single Nintendo Direct or a surprise announcement, but for now, Iā€™m planning on using those months to clear through a chunk of my backlog, in addition to dipping into some classic games Iā€™ve been meaning to replay. And now that Iā€™ve seen the light of just how playable RPGs can be with the right quality-of-life options, thatā€™s absolutely influencing what Iā€™m planning to play in those months.


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Marty Sliva
Marty Sliva was the Deputy Editor of The Escapist. He's been writing and hosting videos about games, movies, television, and popular culture since 2011, and was with The Escapist from 2019 until 2023. In a perfect world, he'd be covering Zelda, Persona, and the hit TV series Lost on a daily basis.
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