Summary

For a long time,RPGshad pretty static combat systems because they were broadly based on turn-based tabletop games likeDungeons & Dragons. They’ve come a long way since then, with RPGs now containing some of the most exciting combat in all of video games.

Whether it’s timing invincibility frames to narrowly avoid the strike of a giant monstrosity, or precisely positioning and timing combo attacks, there are a lot ofamazing RPGs out there with combat systems based on reflexes.

This list focuses on games that are RPGs first, with action second. That means action-first games likeSekiro: Shadows Die TwiceandNier: Automatawon’t be appearing, but would almost certainly top the list if RPG wasn’t the main criteria.

Dragon’s Dogmais the perennial underdog in JRPG circles. Overshadowed by the work of FromSoftware and Square Enix that dominate the JRPG conversation, a passionate and committed fanbasehas maintained a strong passion forDragon’s Dogma,particularly because of its combat, which requires quick thinking and chess-like strategy.

In particular, the combat is beloved for weighty animations and staggering big hits, but more than just dodging and attacking, players need to learn about the enemy they’re facing and make split-second decisions about how to tackle them, all while keeping up the offensive pressure. It’s an addictive gameplay loop, and one well worth trying if this one slipped under the radar.

Some games have a fanbase so passionate that they actually become intimidating to interact with, and in many ways,Genshin Impactfalls under that umbrella. However, while the game’s colorful world and massive amount of content often gets talked about, non-fans may not know about the impressive mechanical depth of the combat.

Players take control of amassive roster of charactersthat can be swapped in and out at a moment’s notice, each usually wielding a particular kind of element, with each enemy having elemental susceptibilities and resistances that need to be accounted for. In the chaos of high-level battles, players need to be able to make quick and decisive decisions if they’ve got any hope of surviving.

Monster Hunter Worldeffectively broke theMonster Hunterfranchise into the mainstream, giving many gamers their first taste of the unique monster-hunting combat system the franchise is known. This system requires patience, preparation, and quick wits once push comes to shove.

After tracking a monster through the various open-world maps, players need to quickly enact a plan to trap, corner, or subdue the creature. However, it’s rarely so simple, and they’ll often need to improvise on the spot to fell their quarrywith a combination of fearsome weapons, quick reflexes, and even quicker thinking.

As one of the most beloved RPGs of the 2010s, it’s easy to fall into the trap of heaping hyperbolic praise on this genuinely incredible RPG. That being said,The Witcher 3does deserve its laurels, especially for its combat system that, while still a little janky at times, is never boring across the game’smany brilliant quests and side quests.

Clearly inspired by the likes ofBatman: Arkham Asylum,The Witcher 3is all about chaining clever combos together with light and heavy attacks alongside parries, dodges, equipment, and magical signs. It’s a simple but satisfying gameplay loop that requires quick thinking supported by prior research on a given enemy type, especially when Geralt is surrounded by foes.

Authentic swordplay is pretty difficult to re-create, which is why games likeChivalryandFor Honorare highly regarded for making solid attempts at the problem.Kingdom Come: Deliverancetakes a pretty novel approach that, while a little jarring, is really engaging, with a system that’s easy to pick up but hard to master.

In short, the game has a stance system where the player needs to adopt an appropriate sword position to fend off their enemy’s blows (not to mentionthe varieties of swords that increase complexity). That means they need to carefully analyze their enemy’s positioning, determine what strike they’re most likely to attempt next, and adjust as soon as possible to fend off a blow before executing a counterstrike. It’s difficult, but very rewarding once mastered.

Elden Ringhas accumulated a totemic reputation in the RPG community, particularly because, at times, it seems like the logical endpoint of the FromSoftwareSoulsformula, and it’s hard to envision where the genre could even go next. As the purest and most versatile evocation of theSouls-style combat, it’s also a game that requires quick reflexesacross its massive roster of bosses.

No matter whether the player has crated their build for a big chunky character, an agile assassin, or a magic wielder, they’ll almost always need to figure out how to parry, dodge, or position themselves properly to avoid massive attacks. All of that requires lightning-fast reflexes that means learning an enemy’s moveset, figure out how to counter it, and executing with fast and precise inputs. It’s addictive, and a big reason whySoulsRPGs are so popular.

It’s hard to deny that, while the combat of theKingdom Heartsfranchise is rarely deep, it does an amazing job of gradually introducing complexity through abilities that can be specced towards each character, which results in truly amazing spectacles that require quick thinking and situational awareness.

This is perhaps best seen inKingdom Hearts 2,which introduced the contextual action button, meaning Sora could do a unique attack or ability depending on the enemy he is facing and their situation, often unleashing a devastating combo. The game is often about finding ways to maximize those contextual attacks, making for a fun and always fresh experience, paricularly towards the end when Sora’s attacks truly start getting insane.

Though Soulslike games have run the gamut on how much player reactivity they need (Sekiro: Shadows Die Twicemostly did away with RPG elements to solely focus on action), none has pushed the envelope quite as much asBloodborne.

Thoroughly dispelling any notion thatSoulscombat is slow,Bloodborne’smechanics are all geared towards ruthless aggression directed at the enemy, mounting a constant offense and dodging at the very last momentto avoid brutal boss attacks.Paired with parrying pistols and guns, it’s almost closer to a rhythm game at times, and its influence can be seen all over the RPG genre ever since, perhaps never more clearly than in the similarly excellentLies of P.