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Originally Posted by
Artist Thunder
Well, I don't know what my history in gaming has to do with my opinions on this game.
It allows other gamers to determine how similar their tastes are to yours so they can gauge how much weight to put on your opinions as to if theirs will be the same. For example, I'm into Traditional JRPGs, Strategy rpgs, 4x strategy games, and I used to play FF11. My opinion on a game as it relates to FF11 would be meaningless to you if you're a pure action rpg and action gamer and had never played FF11.
Also, I know that I get pickier when I get outside of my favored genres. Give me a strategy RPG or JRPG, and I'll play it for a bit even if the vast majority of people think it sucks. I play nearly every game from Nippon Ichi Software... But within Action RPGs, I'm much more selective. I love Radiata Stories, Castlevania's 2d RPGs, and Dark Cloud 1 & 2, but the Star Ocean series is hit or miss for me, and the entire Tales of * series has not had a single game I enjoy. (Though I've only tried 3 of them.)
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So will just say, the battles just don't seem to flow well at all. I mean I understand the need for the ATB guage but in an action RPG which this seems to be, it destroys any type of flow when you have to stand still for like 5 seconds waiting for the meter to refill.
Compare it to something like the Tales series which does have a recharge meter after combos and stuff, but you can still move around, get in position, dodge and all that other stuff.
You don't have to stand still, in fact you can move around quite freely, though it's not an action RPG. Even if you dodge a move, it will still hit you just like in Dragon Age: Origins. I'm actually finding that your position relative to the enemy only matters in a very few small areas.
1. If your characters are further away from the enemy, then he'll randomly kite around between them. Your melee characters will follow though, making the battle steadily move towards your characters doing range attacks. This means that battles with large enemies will often push towards smaller enemies that prove a nuisance in battle unless you try and clear out the shrimp before going after the tuna.
2. AOE effects. You want to stand away from your other characters to minimize this. Your position when the enemy initiates the AOE matters, not your position when he executes it.
3. where you stand determines what portions of the enemy you can hit. If you're on his right side, you can only hit his right leg or arm, for example, on larger enemies.
Other than those reasons, there's little reason to shift your position in the game. It's far closer to FF11, FF12, and Dragon Age than it is to more action oriented games like Dark Cloud, PSO, and the Tales series.
It doesn't matter if you physically hit in FF11/12, Dragon Age, and WKC, the fact that you're standing close enough when you press the button to execute the attack, then it's all statistical, rather than a skill based thing on your part. When you switch to the more action based systems it turns more into a skill test, if you hit or miss largely depends on your skill in making your sword actually hit the enemy on screen.
You are right about the game not flowing well. This is a complaint I have about many games that are time sensitive. They often they are either too slow or too fast unless they really work on fine tuning the battle system.
Grandia is by far my favorite battle system. It is time dependent, but not time sensitive, so it gets around most of my complaints about active time systems in traditional rpgs. Time actually matters more in their system, but it's something to think strategically about rather than something forcing you to react faster. Another time-dependent but not time-sensitive game is Final Fantasy Tactics.