

This often happens to me in RPGs because I’m missing some combat mechanic or fundamental.
It’s made me want to design better optional tutorials for those games to help people discover certain strategies. Eg;
“Hey, you have many different tuning macguffins on this character, but it means their stats aren’t built to any one strength. For an example, try using 8 yellow macguffins to build them for taunting/defense so they can use their self-heal unique, and build up stun on enemies each time they’re attacked.”
Those things feel so witty to discover, but many RPGs now build up and prioritize so many systems it’s understandable people aren’t quickly attuned to them. What often gets me is thinking I’m not making the right decisions mid-combat, when my menu decisions around equipment/abilities are completely wrong.
I’d recommend you don’t watch this if you’ve yet to play the first game (either iteration). A few spoiler elements.
It was kind of a given that this would be made, since, while the first has a great set of conclusions, it also sets up a really compelling cliffhanger element. The two games were supposedly written as one originally, and then split to two since it was getting long.
Still, part of me predicts some people will play the upcoming remake, and then get so wrapped up in the ending they’ll just buy the old-fashioned SC so they don’t have to wait for the remake edition.