| Jumpin said: Before I get into the stuff I didn't like, the stuff I did like. THE GOOD 1. The idea of selecting different characters with different gameplay features and skills. WHAT I HATE! The goddam battle system is about the most ridiculously gimmicky battle system I can ever remember coming across in an RPG. In most RPGs the command to attack is simple, you make sure the cursor is on the Attack command, then you hit A. In this game: First you hit R to charge up your attack (if you don't, you're just wasting attack potential), then you select your proper weapon to make sure to hit the enemy's weakness, and then you hit attack. A little complexity never hurt, right? WRONG, in this game, you are constantly in battles. Regular battles are long and drawn out, and you'll find yourself doing those same set of commands over and over again, hundreds and hundreds of times during the course of the demo, which is only 2-3 hours. It gets EXTREMELY tiring for anyone who realizes the BS they're going through. It doesn't accomplish anything more than other RPGs, it's a tacked on gimmick to make the attack command take more work top execute than it should need. "But you can stock attacks for strategically timed bursts" - that is how it is marketed. The reality is in ever single case with the demo, this offered no significant benefit. Essentially, if you hit an enemy once and store the attack to hit him 3 times the next turn, it accomplishes no extra damage than just hitting the enemy twice, and then twice again after. The only time where I saw a benefit is when using a special move, and then following up with a triple hit - but even then, it is a rather trivial addition, and it doesn't improve the gameplay experience. The battle system was tiring after only one character's demo, I can only imagine how horrendous it will be throughout the entirety of a (presumably) 40-90 hour game that seems to be heavily focused on having lots of long drawn-out random battles. Never have I been sold and unsold so fast on a game. But I thank Square for putting out the demo so I could find this out now. |
Bold: What am I missing here, I only played one of the characters and there was no switching weapons mid battle with her. You would attack and if they were weak against that weapon then it would turn from a ? into an icon of that weapon type and the counter would move on their break meter. If they were not weak against the weapon you were you using their break counter wouldn't move....







