can make up for the worst combat sin committed by its predecessor — and no, it's not the turn-based combat. The previous game in the series,, served as a soft reboot for the long-running RPG franchise. It transitioned from the original English series title,, to a direct translation of its Japanese title,. It introduced a new protagonist, the shaggy-haired, -loving Ichiban Kasuga. And, perhaps most divisively, it replaced the series' classic brawler combat with a turn-based system, heavily inspired by RPGs of yore.
Turn-based combat isn't everyone's cup of tea, but 's approach to it is undeniably innovative. It's a potpourri of the button-mashing of, the real-time enemy movement of, and the job system of, sprinkling in a bit of over-the-top absurdity for good measure. Mixed together, these mechanics create a combat system that's thrilling, variable, and tons of fun. That is, until players hit a certain roadblock that makes late-game battles an absolute nightmare.
If there's one thing shouldn't borrow from the previous ,it's the frustrating, one-hit kill abilities that many of its late-game enemies can execute. These attacks immediately reduce the target's HP to zero on a successful hit, knocking them out and requiring their resurrection before they can take another turn. This can be incredibly frustrating, as some enemies can string these attacks together, wiping out the entire party before they even know what hit them.
These insta-kill abilities quickly become a distraction from everything that works about 's combat. Of course, in any good turn-based RPG, every character can't spend every turn bashing the boss. A dedicated healer is almost always necessary for the more difficult battles, and even if not, it's always nice to have a balance of damaging, healing, buffing, and debuffing skills.
's insta-kill abilities make this impossible. The party members that stay alive are constantly scrambling to block these abilities or resurrect allies who have been hit by them,
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