Hiku said:
You had to hold their hand to do everything in the original game, or else they'd just stand there raising their ATB while taking damage, waiting for you to issue a command. And so you do that here as well. I understand preferring one combat system over another. But it's probably not a coincidence that if a character is given an A.I. that does anything, even something minimal, people expect it, or want it, to do more. That's probably ingrained in our minds, after playing many other games. What would be a better way to implement "full control" of party members in an action based combat system like this? So for people who prefer a different combat system, that's fine. But it's supposed to be "full control" like the original, in an action based format. |
The original was a turn based game. Something that makes sense in a turn based game does not necessarily make sense in a real time action RPG. If the characters in there acted on their own, then I would literally be doing nothing.
What would be a better way to implement "full control" of party members? I don't know. But that's the wrong question. The better question is should they implement "full control" in the first place? Does having full control over how the characters spend their ATB points actually make the game any more fun? It might in the full game when there are more options and bosses presumably require more strategy. But, in the demo, it didn't improve things at all for me, it just added an extra chore that took me out of the rhythm.