this post was submitted on 12 Oct 2024
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Gaming
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The paradigm shift system also introduces this... I dunno, ducking and weaving style gameplay? It's like you're the director of an orchestra looking for the right musical swell at the right time.
This paradigm shifting is the same kind that you do in other games when a party member needs to stop and focus on healing, but now that you have to shift your entire team's focus, while keeping in mind that each role really needs time and momentum to truly be effective, you end up making these real-time opportunity cost decisions about which urgent thing needs the most attention, or whether you can split your focus even though a team that can do this is much weaker at both things it's trying to accomplish. I really like the way 13 forces you to think about party formation.
I also give it credit for establishing the stagger meter, which was such a good idea that they've included it in like every game since then.
This is quite a nice summary! Yeah, the stagger meter is an awesome addition, especially since you have to take into account how exactly you reach the stagger. Do it with three ravagers too fast, and it runs out before you amass enough damage, for example.
My only issue with this battle system is that oftentimes, if you screw up your tactics, the game punishes you with prolonged combat instead of a game over. No MP, nothing to run out of, but you have to be effective so that battles don't drag too long.