Capcom’s Classic JRPG Series Needs a Proper Return After a Decade

Capcom is famous today for games like *Street Fighter*, *Resident Evil*, and *Monster Hunter*, but they used to create a much wider variety of games. Back in the early days, they explored many different genres, even making a truly innovative horror game. However, I’m not focusing on their horror titles – I’m interested in a different kind of game altogether. While most people don’t remember Capcom’s experiments with other genres, those who do – like me – have a special fondness for them.

The *Breath of Fire* series was a standout title for Capcom, successfully competing with popular RPGs like *Final Fantasy* and *Dragon Quest*. It wasn’t just another role-playing game; Capcom combined compelling stories, memorable characters, and a distinctive mythology centered around dragons to create a series that, unfortunately, hasn’t received much attention in over ten years.

How Breath of Fire Once Burned Bright in Capcom’s Lineup

Capcom’s *Breath of Fire* series started in 1993 with a quiet release on the Super Nintendo, appearing alongside many already-famous games. While it didn’t immediately stand out with flashy graphics, it captured players with its compelling story and characters. The game introduced a world filled with magic, rebirth, gods, and dragons, and centered around a hero named Ryu (a different Ryu than the one from *Street Fighter*). Throughout the series, players followed different versions of Ryu on various adventures, which often felt similar to *The Legend of Zelda*.

With each new game, Capcom improved the *Breath of Fire* series, growing with its audience. The games began to feature more moving stories, deeper characters, and stunning hand-drawn art. The PlayStation years were especially important, as the series developed a unique style focused on mythology and thoughtful themes. *Breath of Fire* felt vibrant, bittersweet, and magical all at once.

What really set *Breath of Fire* apart wasn’t just how it played or looked. It was the game’s thoughtful and mature atmosphere, exploring deeper ideas. Beyond the dragons and monsters, it asked interesting questions about fate, who we are, and what it means to have power. The story stuck with me for a long time and was a big reason I fell in love with role-playing games.

Competing in the Golden Age of JRPGs

The 1990s and early 2000s were a fantastic time for role-playing games (RPGs), with titles like *Final Fantasy VII* setting new standards. This was when the *Breath of Fire* series began, during a peak period for Japanese RPGs that heavily emphasized dramatic, story-driven experiences. The game was a big hit in Japan and did reasonably well in the US, but it faced tough competition from already-established RPG franchises, making it challenging to gain widespread popularity.

Capcom found success with JRPG fans by doing something different. Instead of trying to match the scale of established giants, they focused on smaller, more personal stories. *Breath of Fire* thrived on relatable characters, flawed heroes, and emotionally resonant narratives set in charming towns. The games weren’t about grand, world-saving quests—they focused on more immediate, personal goals, like rescuing a sibling or proving someone’s innocence, even as larger events unfolded around them.

I remember when *Breath of Fire IV* came out in 2000, it felt like Capcom had really hit their stride with the series. It was finally being talked about in the same breath as giants like *Final Fantasy* and *Dragon Quest*! What really set it apart for me was how mature and complex the stories were, plus the art style was just gorgeous – almost like a painting. And the music? Seriously haunting and beautiful. It proved this wasn’t just another run-of-the-mill JRPG; it was something special.

From Dragons to Disappointment

Following the 2002 release of *Breath of Fire: Dragon Quarter*, Capcom appeared to stop making games in the *Breath of Fire* series. This PlayStation 2 game was a big departure from previous titles, and it divided fans. While some appreciated the fresh approach, longtime players felt it strayed too far from what made the series special. Over ten years later, *Breath of Fire 6* was released, and it became obvious that Capcom wasn’t sure how to move forward with the franchise.

Breath of Fire 6 was a mobile game that drastically changed the core elements fans loved about the series. While the previous installment took some risks that didn’t quite work, this one was a complete failure. It removed the complex character development, traditional turn-based combat, and immersive world-building that defined the series. Capcom replaced these features with simplified gameplay, energy timers, and in-app purchases common in mobile games. The negative reaction was swift and strong, leading to the game being shut down after only two months.

It’s really unfortunate how Capcom handled the *Breath of Fire* series after the PlayStation 2 era. Instead of developing what made the games good, they seemed to try and appeal to the wrong players. It would have been understandable if they’d simply put the series on hold to focus on bigger franchises like *Street Fighter*, *Monster Hunter*, and *Resident Evil*, but completely changing what made *Breath of Fire* special was a mistake.

Even though the series hasn’t been treated well recently, Capcom has a great opportunity with *Breath of Fire*. A simple remaster of the original game, or even a re-release of the first three games with a few modern improvements, would be a fantastic start. Square Enix has successfully remade its classic titles, proving there’s a market for this, and Capcom could easily do the same. Reviving *Breath of Fire* would appeal to longtime fans and demonstrate that Capcom respects its own legacy.

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2025-10-12 04:41