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Yet another game that insists on adding a real-time element to turn-based combat. I mean, I actually liked Legend of Dragoon, Shadow Heart, Tsugonai Atonement, and Gladius, which also have the "press to actually hit" mechanic, but these games differ from Cris Tales in two important ways: they actually provide an indicator for when to press the button, rather than having to guess from the animation, and I played them when I was a lot younger and healthier. If the devs can't even bother to address the first issue, I'll let the second decide not to bother with this game.

This is the worst turn-based combat style. I'd like to say "second to ATB", but ATB isn't even turn-based, in spite of the "T". Yet another victory for the twitchers.
This is probably my only negative point about the demo.

And since it looks like depending on the timing you can parry or deflect I think that a better indication on when you act could be good.
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darktjm: Yet another game that insists on adding a real-time element to turn-based combat. I mean, I actually liked Legend of Dragoon, Shadow Heart, Tsugonai Atonement, and Gladius, which also have the "press to actually hit" mechanic, but these games differ from Cris Tales in two important ways: they actually provide an indicator for when to press the button, rather than having to guess from the animation, and I played them when I was a lot younger and healthier. If the devs can't even bother to address the first issue, I'll let the second decide not to bother with this game.

This is the worst turn-based combat style. I'd like to say "second to ATB", but ATB isn't even turn-based, in spite of the "T". Yet another victory for the twitchers.
I kind of have to agree. People that hate turn based probably won't be swayed by a press to hit option, and those that prefer pure turn based won't welcome it either. So who is it targeted towards? Devs should be wary about compromising to try and appeal to different groups, and ending up with a result that doesn't appeal to either.

For an old school JRPG style, the emphasis will be story, narrative, characters, dungeon and town design. The combat is secondary and is generally simply there to create some replay value and add some flavor. An example of these elements all being executed flawlessly is Suikoden, which is why it's such a revered series. There are plenty of other examples as well, but, that's a standout.

The demo is easy enough that it doesn't really matter, but I can see it becoming an annoyance ten thousand button presses later.