• arthur@lemmy.zip
      link
      fedilink
      English
      arrow-up
      3
      ·
      2 days ago

      The order of events depends on the characters’ status and attributes, and the player can change it using specific actions

      • creamfresh@lemmy.world
        link
        fedilink
        arrow-up
        2
        ·
        1 day ago

        I interpreted those as buffs, but didn’t play nearly enough JRPGs to judge the novelty of this mechanic.

    • BassTurd@lemmy.world
      link
      fedilink
      arrow-up
      2
      ·
      2 days ago

      I embarrassingly haven’t played either of those. I’m guessing that E33 is quite a bit more robust. Different attacks or skills require different timings or number of clicks and similarly on defense an enemy may attack multiple times and the timing of the clicks changes the parry vs defend.

      • Simon_Shitewood@lemmy.ml
        link
        fedilink
        arrow-up
        1
        ·
        13 hours ago

        Paper Mario has those mechanics too. Status and buff applications and the interactions between character abilities put E33’s combat above PM’s, but the attack and dodge/parry system comes directly from the Mario games.

      • creamfresh@lemmy.world
        link
        fedilink
        arrow-up
        2
        ·
        1 day ago

        Well the original simplicity certainly has its charme. E33 leans a bit too much into git-gud-territory for my taste (cheers for the patched easy mode).

        • BassTurd@lemmy.world
          link
          fedilink
          arrow-up
          1
          ·
          1 day ago

          For sure. I do still have a soft spot for the classic turn based, but also and appreciate for what E33 has done. I will say that it’s not the most forgiving mechanic, but the masochist in me finds the punishment and hopefully later reward worth it. Similar to games like Elden Ring, where there aren’t many shortcuts to success.