As of March 2023, the 3DS eShop will no longer exist. This closure has taken away the simplest place to purchase some of the best JRPGs created for handhelds. If you did not get any before the eShop's termination, then you are now going to have to resort to buying physical copies on ebay or from second hand sources, or face the illegal gray area of emulating these titles to access a library of titles that easily rivals the depth of JRPGs on the PSP and Vita.
Between 2013 and 2019, I spent oh so many Tuesday or Wednesday train rides between work and home with a 3DS in my hands. The dual screens, the clamshell design that protected the system, and the StreetPass notifications alerting me to other players enjoying some random obscure Atlus game built a system that was very personal in a way that no mobile phone will ever come close to creating. And the JRPG library? It made lugging this thing everywhere feel like I had a moral obligation to enjoy everything that was released on it. Below are the twelve JRPGs that are forever a part of my backlog rotation.
For the other gaming platform guides - GBA , DS , 3DS , PSP , Vita , SNES , PS1 , PS2 , PS5 , PS4 , Switch , Steam , Xbox - I have built lists for all of those systems. My tier list for the entire genre ranks all of the JRPGs across platforms, as well as my JRPG meaning guide, which explains the history of the JRPG genre.
12. Monster Hunter Stories
This is a Monster Hunter spinoff that is actually a hidden gem in the form of one of the best turn-based RPG in the whole 3DS ecosystem — instead of hunting monsters, you instead have to raise your own. You can do this through the use of egg stealing, hatching, and training to create an army of “rideable companions” that are referred to as Monsties. The "Rite of Channeling" gene system allows you to customize monster abilities with a depth equal to Pokemon's EV training system, although it is more visual and user friendly than the number based EV system of Pokemon.
The follow up game on the Nintendo Switch has proved this concept has legs. The original version of this game on the Nintendo 3DS still has an overall charm that the follow up has missed because of its larger budget. This game has a smaller scale, a much faster pace and even more personal stakes in the story. The cel-shaded graphics look great on the smaller screen and the combat system is simple enough for kids while having enough layers to keep adults playing for over forty hours.
Source: Capcom via Steam
11. Stella Glow
This was the last game Imageepoch made before going bankrupt and they made sure to leave everything they had on the table. Stella Glow is a tactical RPG with a song magic system where you tune the witches hearts during visual novel-style bonding events. When first heard, people may feel this sounds gimmicky; however, the tuning process ties into battle by unlocking emotional barriers so that the witch will have very powerful abilities during battle. There is an unusual gameplay loop with this game where your investment in the story translates to having more mechanical power during battle.
As far as combat, the tactical side is good; it's basic tactical grid-based class combat but has enough variety in terms of terrain that makes missions feel different regardless if they were tactical, grid-based class missions. The game earns its place by having a good pacing system and it has free time to allow you to enjoy the game between missions, and it forces you to decide how to spend your free time in deepening your relationships with other characters in the game, which will ultimately make you determine your playthrough due to you not being able to max out all of the characters during that run; hence you have true reason to play the game through multiple times after your first completion. An appropriate farewell to a group of developers who did not have enough time to meet their potential.
Source: Imageepoch / Atlus via IGDB
10. The Alliance Alive
FuRyu's response to SaGa is an open-ended RPG without traditional experience points. The player grows their character through in-game combat, learning new skills during combat with a system of sparks that feels similar to the random nature of casino gambling (the same feeling, but without any losers). You can be in the middle of attacking and suddenly be able to perform a powerful new sword attack. That unknown may create more excitement in every random enemy encounter than any other previously established method presented through traditional leveling up systems.
The second hook for this game is the structure of the world. Instead of moving as one party down a straight line, you are able to recruit members of a guild to take back different towers that exist in a broken world. Each of these towers gives you a passive bonus when assigned to them. While providing you with a light strategic interface to manage the game world, you now have ownership over the game world's infrastructure. The Switch's HD port exists, however, the pixel art from the original handheld 3DS version has a certain warmth that is lost in the upgrade's transition to high definition models. Sometimes low-fi is a better aesthetic than hi-fi.
Source: FuRyu / Cattle Call via Steam
9. Tales of the Abyss
A PS2 version that somehow feels better-suited for a 3DS than a PS2. Its Field of Fonons combat system is still one of the most original combat mechanics of the Tales series. The field adds two new elements to the way combat is played; first, it adds an unknown variable to your character's ability to attack and gives the player an incentive to position themselves correctly in order to have the greatest effect on their cosmetics when attacking in elemental circles. Second, the game rewards players for executing actions in time and in the proper location; something the designers of the Tales series created in Abyss but removed from later installments to the detriment of their respective players.
Luke's development has left a lasting impression on players, which is what has given Abyss lasting influence. JRPG's are known for having a variety of characters/avatars (usually these avatars are referred to as "protagonists"). One of the more difficult aspects of the genre is developing a fleshed-out character from the beginning of the story through to the end of the story. Most characters either begin with (or develop) characteristics that players can relate to and empathize with. For a game series such as Etrian Odyssey, to create a protagonist that begins as insufferable but evolves into a character players can care about, it is a slow burn over a long period of time. The different elements of the game allow the player to develop an emotional connection with the protagonist and feel as if they have witnessed a change in the protagonist's personality.
Source: Bandai Namco via IGDB
8. Etrian Odyssey V: Beyond the Myth
Etrian Odyssey is one of the best examples/sources of first-person dungeon crawling. The new aspect of the dual screen afforded by the 3DS has been one of the major driving forces behind the revival of first-person dungeon crawling in massive quantities. The sixth installment of Etrian Odyssey will have players feel as if they have created an entire game based solely on map creation – one map will show the entire level, and another will show which areas have been cleared.
The focus in Etrian Odyssey V is custom character building and customization. In the replayable nature of the game (multiple play-throughs), there are a variety of ways to create a party that does not follow conventional role-playing game (RPG) party-building methods – for example, a Celestrian Shaman creates a party with magical healing powers by channeling the souls of dead characters and other unique combinations of races/class types. Additionally, if you have never played an Etrian game before, Etrian Odyssey V is the best title to begin playing (no matter if you are an experienced RPG player or if you are just beginning to play RPG's). Just don't forget to have graph paper or a stylus with you. When compared to its PS2 iteration, the addition of new content provided sufficient reason for players who received their copy of Dragon Quest VIII to purchase the 3DS re-release. For example, there are 2 new party members included with the game (Red and Morrie), as well as the addition of Photo Mode (used as an element of side-questing), a larger Monster Arena, and most importantly, a fast-forwards option during battles that makes playing the game much more bearable on a portable device. The new orchestral soundtrack was downgraded to MIDI, which I consider to be a major loss; however, to make up for this, all other aspects of the game were enhanced for portability.
Source: Atlus via IGDB
7. Dragon Quest VIII: Journey of the Cursed King
Dragon Quest VIII is still an exceptional JRPG in terms of design and comfort food. The overall design of the Dragon Quest series has remained pretty much the same since its introduction on NES, so developers at Square Enix know that there's no reason to change what's worked so well all these years. The character art by Akira Toriyama is still vibrant and appealing on the New 3DS screen, the English voice actors gave strong performances, and the pacing of Dragon Quest (which is somewhat tedious for some players) seems perfect for playing the game in handheld mode. A twenty-minute commute on the bus? You could easily clear one floor of a dungeon. See the Ps1 guide.
If you've never played Xenoblade Chronicles, I recommend that you do so immediately. The game has been compressed into the New 3DS cartridge format. Does the game run well? Not really, as you can see the frame rate varies greatly from area-to-area (with noticeable dips when in an open environment), the textures look very low resolution when viewed up close, and the draw distances are more like those from a PS1 game (the average draw distance for a PS1 game would be between 100-150 ft). But, does any of this matter? No, because the world is so much fun to explore. The game's world: the monsters Bionis and Mechonis – two enormous creatures who are frozen and whose bodies make up the entire geography of the game, is among the most original and creative JRPG locations ever presented. I am very thankful that I can now experience this world through a portable device, although the graphics are lower quality than on console.
Source: Square Enix via IGDB
6. Xenoblade Chronicles 3D
The combat mechanics for this game begin to "click" about fifteen hours into the story. Before that, the combat is reminiscent of an MMO-style game with no other players. After the initial fifteen hours of gameplay, the mechanic called the "Vision" mechanic comes into play; where Shulk can see the death of a party member before it happens, and then attempt to change the outcome in the game. Very few JRPG combat systems allow the player to feel smart when winning, instead of just feeling strong.
The Switch version of the game is clearly the best version in terms of graphics and game performance. The true experience of the game, however, is represented in the way that we, as players, are able to play the game on a portable device, allowing for the grandiosity of the game world to still feel very personal and small.
Source: Monolith Soft / Nintendo via Steam
5. Radiant Historia: Perfect Chronology
Radiant Historia offers a great example of how to successfully integrate time travel into a narrative. Through making choices in either of two parallel timelines, players can easily influence the outcome of events in one timeline by going back to a branching point and choosing a different path in the other timeline. The timeline menu, which tracks all the player's choices and allows for players to go back and replay portions of the game they found difficult, is essential in keeping the game from being considered confusing.
The added third timeline and the addition of a new character (both of which were beneficial) do not diminish the value of the original game's already completed story. Players should take more notice of the grid-style combat, where players can attack enemies that are occupying a 3x3 grid, and use their active and passive abilities to move, reposition, and stack enemies in order to create powerful combo attacks. Because positioning of enemies is essential in each fight, it creates a spatial puzzle for every battle that the player encounters. The game takes approximately thirty hours to complete, which is short for a modern-day JRPG, and does not waste any of those hours.
Source: Atlus via IGDB
4. Pokemon Ultra Sun / Ultra Moon
The definitive Pokémon gaming experience on the 3DS will probably be the last time anyone experiences a main-series Pokémon gaming experience created with the intention of being applicable to all available platforms for the Nintendo 3DS. Ultra Sun and Ultra Moon improved on the GUIDELINES AND OUTCOMES of their predecessor games in every way: Better post-game content, an increase in the number of Ultra Beasts, and the addition of the "Rainbow Rocket" event, where every villain from every generation is brought together for one epic battle. With the tropical setting of the Alolan region, along with the removal of traditional gym badges, Pokémon Sun and Moon have provided a refreshing change to an established formula that has been utilized the same way for the past six generations.
I understand that some players prefer the original "Generation 3" versions of Pokémon as X/Y represented the first step into a 3D world and OR/AS are based off of what many fans remember as their first adventure in the wonderful world of Pokémon, however, Ultra Sun and Ultra Moon represent a time when Game Freak was at its peak; they continue to provide the fan service they started with the 3DS games. The Pokédex is huge, the online features worked like they should, and the photo mode (think Pokémon Snap for 10% of the price) are some of the most addictive experiences you can play. There are many instances while playing on the 3DS where the gameplay runs into issues (for example, double battles drop frames consistently), but when the game here continued to run smoothly, this was the pinnacle of Pokémon on the go. The Switch Pokémon titles haven't come close to recreating it yet... just saying.
Source: Game Freak / The Pokemon Company / Nintendo via IGDB
3. Bravely Default
The first title showing how much interest still exists in more traditional JRPGs and their turn-based style, Bravely Default introduced the ability to "Brave" and "Default" on a turn by turn basis. This introduced a new and incredibly refined way of approaching combat, where there were always options and how to calculate the best next move to make (for example, being able to bank two turns as a safe option, or use all four now and "pray" the boss dies and doesn't have time to destroy you). It's not surprising that Square Enix created a new "sub franchise" based around this combat approach. See the turn-based.
They took parts of the job system from Final Fantasy V and incorporated them into this game (and I did not mean that as a negative comment; I mean it more in the most positive way). With 24 different jobs that utilize various abilities from other "class" jobs, the customization sandbox of characters will keep you hooked for a long time. I easily spent more time in the job system than I did walking through dungeons during my first playthrough. The second-half of the game has a controversial and repetitive mechanic that may frustrate players. However, the main gameplay is strong enough to get you through it. The tie-in of the repetitive mechanic to the plot twist is quite definitely clever, even with the game becoming very tiring.
Source: Square Enix / Silicon Studio via IGDB
2. Shin Megami Tensei IV
This is Atlus’ most uncompromising game yet. You start in the samurai order of the Eastern Kingdom of Mikado, equipped with a demon-summoning gauntlet, but the developers leave it to you to figure out how the rest of the game is played. The game features three alignments: Order, Chaos and Neutral; and depending on your choices, you will receive one of four different endings to the game. Additionally, every time you receive a different ending, the game will completely change the context of the narrative. Choosing between the two extremes of order and freedom carries moral implications; however unlike most video games, the developers do not tell you which choice is the right one. Each side has valid arguments and has committed atrocities in order to achieve its goal.
The Press Turn has one of the most brutally punishing Battle Systems; every time you hit an enemy that is resistant to your attack, you lose a turn, but if you strike an enemy’s weakness you will gain extra turns. Because of this, the characters can only fight if they are prepared beforehand as opposed to basing their readiness on their respective levels. For instance, every time you encounter new demons, they will pose a serious threat until you can learn their attack patterns. Demon Fusion has one of the most complex customization systems in an RPG, and the ability to quickly save on the 3DS prevents players from losing their progress due to difficulty. I suggest SMT IV for anyone who thinks Persona isn't challenging because it's tough, challenging, and has very little mercy; but it's also one of the best handheld RPG games ever created.
Source: Atlus via IGDB
1. Fire Emblem: Awakening
Fire Emblem Awakening on 3DS — the tactical JRPG that saved the franchise by Intelligent Systems and Nintendo" width="800" height="auto" loading="lazy" decoding="async">
This game was what brought Fire Emblem back from the edge of being canceled. Intelligent Systems was told by Nintendo that this was their last chance to prove to them that Fire Emblem was a worthwhile franchise to continue making games for. If Awakening didn't sell, it would have been the end of Fire Emblem as we know it today. To show Nintendo that they could create something accessible and emotionally connecting, they had to create the entry into the Fire Emblem series with the most accessibly designed tactical RPG ever made (thus, they created a tactical RPG that sold millions of copies). This one game finished transforming Fire Emblem from an obscure Japanese import to a successful mainstream Nintendo franchise.
The marriage and parent/child swapping mechanic that occurs within the game isn't just fan service, it creates a true mechanic to create a strategic marriage between characters within gameplay. If two characters are married in the game and produce children, those children come into the game with better available stats due to the two parents' genetic attributes rather than through any genetic eugenics spreadsheet.
In addition, from a narrative perspective, due to the time-traveling nature of the story; those children being introduced into their parent's story have a higher level of emotional significance than the previous two statements. Lucina, for example, has grown up in a future world where evil destroyed her world, therefore when she reveals herself to Chrom (her father) during the game, it is one of the most dramatic moments in all of video game history for JRPGs. Not because of the graphical displays, but because of all that the game has accomplished leading up to that one moment in time.
Source: Intelligent Systems / Nintendo via IGDB
Honorable Mentions
Ultimately, Fire Emblem: Awakening didn't just save the Fire Emblem franchise; it also saved the tactical RPG genre as a commercially viable market sector. Awakening was developed with fewer resources and people than most people would probably think about could be done on a supposedly 'kiddie' handheld console, but all of that didn't matter because every Fire Emblem game I have played since has not come close to that sense of urgency and make it seem that any given time will be THE moment where the stakes are the highest for an individual or group – above and beyond my feelings (initial or later) while playing them.
There is so much to select from that I could actually compile a list of 15+ games and feel guilty about what could not be included. Other games that were close but missed were: Persona Q: Shadow of the Labyrinth (Etrian meets Persona; actually works); Fantasy Life (Level-5's great/life sim RPG that takes up weekends); Shin Megami Tensei: Devil Survivor 2 Record Breaker (turn-based tactical, demon hero fights, counting down to the end of the world); Ever Oasis (Game Freak made a Zelda & RPG hybrid and no-one cared); and Yo-kai Watch (Yokai collection of cute yokai/careful attention to detail than you'd think would interest.) Things like Nintendo's eShop being closed for good make it increasingly harder to replay what was there — so good luck finding any cartridge still available if you want to.
All images posted came directly from all publishers that have been identified. Nintendo = Fire Emblem Awakening, Xenoblade Chronicles 3D & Pokemon Ultra Sun/Moon. Atlus = Shin Megami Tensei IV, Etrian Odyssey V; Radiant Historia & Stella Glow. Bandai Namco = Tales of the Abyss; Square Enix = Bravely Default & Dragon Quest VIII. Capcom = Monster Hunter Stories; FuRyu = The Alliance Alive. (All trademarks and names are the property of respective companies). Last change to publish something on behalf of Icicle Disaster April '26. Check upcoming releases for what's next. See short RPGs for quicker picks. See the best RPGs of all time.
