This has mostly to do with FF because I may not have as much experience in others, but does anyone else see this as just a stagnant relic that haunts JRPGs?
Now, I can admit this made sense when FF first came out on NES due to technological restraints, but why is it still there on the PS3 with FF13? It's not as if that's what marks a FF game as an FF game. Xenosaga used it too, as did Wild Arms, and Chrono Trigger. It's almost shocking to gain control of Lightening and realize she has to wait several seconds while just standing there to make an attack.
It's not as if there hasn't been a better way. Kingdom Hearts 1 had a beautiful and elegant combat system. You weren't teleported to a new realm where all of your skills were hidden in menus that you had to navigate with your left hand, they could be pulled up by holding a button, and your most common ones were right there hot keyed. Aero, cure, fire, and stop were what I always had for the most part.
It's one of the reason's I found FF12 so underwhelming. The game oozes a desire for change, but it's all cut short. The combat is pulled out of the twelfth dimension, but you're still there operating menus and bars that must be full before you can swing your sword. Bathier provides a welcome break from the usual suspects of questionable gender, but he's pigeonholed into a supporting role in favor of prancing boy "look-at-my-navel" Vaan.
Now, I can admit this made sense when FF first came out on NES due to technological restraints, but why is it still there on the PS3 with FF13? It's not as if that's what marks a FF game as an FF game. Xenosaga used it too, as did Wild Arms, and Chrono Trigger. It's almost shocking to gain control of Lightening and realize she has to wait several seconds while just standing there to make an attack.
It's not as if there hasn't been a better way. Kingdom Hearts 1 had a beautiful and elegant combat system. You weren't teleported to a new realm where all of your skills were hidden in menus that you had to navigate with your left hand, they could be pulled up by holding a button, and your most common ones were right there hot keyed. Aero, cure, fire, and stop were what I always had for the most part.
It's one of the reason's I found FF12 so underwhelming. The game oozes a desire for change, but it's all cut short. The combat is pulled out of the twelfth dimension, but you're still there operating menus and bars that must be full before you can swing your sword. Bathier provides a welcome break from the usual suspects of questionable gender, but he's pigeonholed into a supporting role in favor of prancing boy "look-at-my-navel" Vaan.