sc94597 said:
VXIII said:
The Souls series beats any RPG I have played in the strategic depth.
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Really? Usually the strategy with bosses is to dodge their attacks and hit them in the ass until they or you die. The strategic element is, "How can I dodge/block their attacks?" Normal enemies can be dickheads, but that usually isn't because you've done anything wrong. Not that it isn't fun, but it definitely isn't the most strategic RPG I've played. Not to say real-time systems can't be strategic. Many MMORPG's prove this to be incorrect. However, it is much easier for a developer to make fun gameplay without strategy in an action-oriented game. The end result is what feels like a hack n slash (Bayonetta, DMC, GoW) with moderate RPG elements. That is what KH feels like to me, and that is my only worry for FF XV (I'm glad they slowed it down.) Then again, anything is better than having the game play for you. Turn-based RPG's have their own problems that can make them boring. So I'm not too worried about the battle system.
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We can make every system sounds oversimplified if we choose to to describe them the way you did. Which is not fair at all.
The Souls strategic depth comes from two elements. the necessity of stamina management and the best response to enemy behavior.
As for the stamina management, everything you do consume the stamina bar, beside magic. There is always a best time for everything to keep your stamina in-check or you will be punished. Enemies with long combos and/or heavy weapons can not be blocked unless you are a heavy shield user yourself, it is always best to dodge them or your run out of stamina. Of course, using heavy shield has its disadvantages like slow movement and heavy rolling animation. For enemies with fast attacks, the best you could do is to block or parry and be close to them when they run out if stamina themselves.
That leads me to the second element. Understanding the enemy behavior is always the key. when is the best time to attack. Being aggressive with heavy shielded enemies is a suicide, being over defensive with aggressive enemies will be punished. You always have to find the right balance of things. All of that happens while you are in full control over your character.
Although, spell casting does take away from the strategic depth imo.
Now, I ask, what are these strategic elements that can only be implied in turn-based systems and can not be there if we simply remove the time that limits your action?
Also, have you played Lightning Returns? the battle system is a great balance between turn-based and action based.