It's alright...
I really hate how JRPGs have to tutorial the shit out of everything. Why can't the whole battle system be open from the start? Why can't I run at the start? Why is there a tutorial for getting through simple turn off & on laser beams? I was trying to switch modes via triangle from the start and I couldn't do it until I was allowed to, same thing with running. It's only an issue in the beginning of the game and all but it's just annoying. Platinum literally gives you their entire battle system (that's more complicated than this is) the second you start playing their games. During the boss fight, Cloud says to use lightning magic so I go through both his and Barret's spells and none of them have lightning magic and I'm like WTF. Then, a few minutes later, I check back and Barret now has a lightning spell. Why wasn't it there from the start when he joins the party so you know all your options? That's it for opening nitpicks that won't be present for 99.9% of the game.
I'm not really finding the battle system too engaging, it like wants to be an action combat system but it's not really that good at it. The enemy telegraphing of attacks has issues. First, when I'm playing as Cloud melee attacking the boss, I can't see the aerial rocket attack launch. Second, the electrical AoE attack can't be avoided when you see the "warning" circle as you just can't move out of the radius in time. I guess you're supposed to block that then? If there was a jump button, you most likely would be able to get out of the way. I'm also not a fan of any game where the controls change when you're in combat and out of combat and this game does that. I knew there was a last turret gun thing escaping when I went to run and couldn't thinking all the enemies were dead. I may have missed something about how lock-on works but is there a way to stay locked-on without it switching just by moving the camera? I recall the tutorial saying to switch with the d-pad I think. I was trying to have Barret shoot the shield generator thing on the boss but the lock-on keep switching from the shield generator to the standard boss lock-on just by slightly adjusting the camera since they're so close to each other. It seems like the lock-on just there to show you what enemy (enemy part) your character's gonna hit vs it actually locking onto said thing. The running behind cover thing on the one boss attack was just like pointless and boring, what's the point? You have like 10 seconds to run behind conveniently dropped cover that's like 10 feet away. It only serves to make the fight take longer. The Sweeper fights were also pointless because it's almost impossible for the thing to hit you and you're just wailing on it watching an HP bar drop rather slowly. It's trying to be both action and turned-based and both elements are making the other element worse. The action side doesn't feel all that satisfying and the tactical decision type stuff doesn't feel that important.
I really hate how JRPGs have to tutorial the shit out of everything. Why can't the whole battle system be open from the start? Why can't I run at the start? Why is there a tutorial for getting through simple turn off & on laser beams? I was trying to switch modes via triangle from the start and I couldn't do it until I was allowed to, same thing with running. It's only an issue in the beginning of the game and all but it's just annoying. Platinum literally gives you their entire battle system (that's more complicated than this is) the second you start playing their games. During the boss fight, Cloud says to use lightning magic so I go through both his and Barret's spells and none of them have lightning magic and I'm like WTF. Then, a few minutes later, I check back and Barret now has a lightning spell. Why wasn't it there from the start when he joins the party so you know all your options? That's it for opening nitpicks that won't be present for 99.9% of the game.
I'm not really finding the battle system too engaging, it like wants to be an action combat system but it's not really that good at it. The enemy telegraphing of attacks has issues. First, when I'm playing as Cloud melee attacking the boss, I can't see the aerial rocket attack launch. Second, the electrical AoE attack can't be avoided when you see the "warning" circle as you just can't move out of the radius in time. I guess you're supposed to block that then? If there was a jump button, you most likely would be able to get out of the way. I'm also not a fan of any game where the controls change when you're in combat and out of combat and this game does that. I knew there was a last turret gun thing escaping when I went to run and couldn't thinking all the enemies were dead. I may have missed something about how lock-on works but is there a way to stay locked-on without it switching just by moving the camera? I recall the tutorial saying to switch with the d-pad I think. I was trying to have Barret shoot the shield generator thing on the boss but the lock-on keep switching from the shield generator to the standard boss lock-on just by slightly adjusting the camera since they're so close to each other. It seems like the lock-on just there to show you what enemy (enemy part) your character's gonna hit vs it actually locking onto said thing. The running behind cover thing on the one boss attack was just like pointless and boring, what's the point? You have like 10 seconds to run behind conveniently dropped cover that's like 10 feet away. It only serves to make the fight take longer. The Sweeper fights were also pointless because it's almost impossible for the thing to hit you and you're just wailing on it watching an HP bar drop rather slowly. It's trying to be both action and turned-based and both elements are making the other element worse. The action side doesn't feel all that satisfying and the tactical decision type stuff doesn't feel that important.