good picks although I finished neither Resonance nor Xenoblade. Both feature those coop attacks I could never fully get the hang of. Especially in XB with tipping the foes over first.T_ConX said:Final Fantasy XII/XenoBlade
MMO-inspired in-field fights. When I started playing FFXII, I was stunned by how much I enjoyed the removal of random encounters and the lengthy transition between field and battle modes. Letting me manage the AI of my teammates with Gambits was also fun, since I could also program them to casts buffs on the party outside of combat.
Xenoblade also employed a similar system, but without the AI management.
Persona 4
Having the AI control the decision making for the rest of my team speeds up regular encounters, but I also have the option of tuning them off if I feel the need to. Super useful for boss fights.
Resonance of Fate
It's really hard to describe RoFs battle system. It's an odd yet incredibly unique combination of tactical RPG sensibilities with some quasi-real-time elements. You have to carefully move your characters around the field while shooting your enemies. A lot of team work is required, since the enemy health bars require you to first it them with 'scratch damage' from a machine gun before making delivering actual damage with a handgun.
But fully agree RoF has a great battle system, I think the reason I stopped playing was it felt like some battles were almost like puzzles where you had to have the right ammo and grenades etc and if you didnt it was basically back to the last town to stock up.
p.s. Persona 4 becomes a joke once you built a good Yoshitsune