I embarrassingly haven’t played either of those. I’m guessing that E33 is quite a bit more robust. Different attacks or skills require different timings or number of clicks and similarly on defense an enemy may attack multiple times and the timing of the clicks changes the parry vs defend.
Paper Mario has those mechanics too. Status and buff applications and the interactions between character abilities put E33’s combat above PM’s, but the attack and dodge/parry system comes directly from the Mario games.
Well the original simplicity certainly has its charme. E33 leans a bit too much into git-gud-territory for my taste (cheers for the patched easy mode).
For sure. I do still have a soft spot for the classic turn based, but also and appreciate for what E33 has done. I will say that it’s not the most forgiving mechanic, but the masochist in me finds the punishment and hopefully later reward worth it. Similar to games like Elden Ring, where there aren’t many shortcuts to success.
Looking at the end game design of E33 I believe that the devs also thought combat would be more relevant, but in the end I only stayed for the plot (and looked up plot threads hidden behind hours of end game grind in longplays). I enjoyed BG3’s grounded approach more.
Baldur’s Gate 3 and Expedition 33
First one is a great game, but combat is not the most important feature of the game IMHO.
The other is very good, and the combat is more relevant.
I think that the engagement is being able to build a strategy on how to win, instead of rely more on reaction.
Expedition 33 was so good. The way they updated turn based combat really modernized it imo.
You mean the parrying which they borrowed from Super Mario RPG / Paper Mario?
The order of events depends on the characters’ status and attributes, and the player can change it using specific actions
I interpreted those as buffs, but didn’t play nearly enough JRPGs to judge the novelty of this mechanic.
I embarrassingly haven’t played either of those. I’m guessing that E33 is quite a bit more robust. Different attacks or skills require different timings or number of clicks and similarly on defense an enemy may attack multiple times and the timing of the clicks changes the parry vs defend.
Paper Mario has those mechanics too. Status and buff applications and the interactions between character abilities put E33’s combat above PM’s, but the attack and dodge/parry system comes directly from the Mario games.
Well the original simplicity certainly has its charme. E33 leans a bit too much into git-gud-territory for my taste (cheers for the patched easy mode).
For sure. I do still have a soft spot for the classic turn based, but also and appreciate for what E33 has done. I will say that it’s not the most forgiving mechanic, but the masochist in me finds the punishment and hopefully later reward worth it. Similar to games like Elden Ring, where there aren’t many shortcuts to success.
Looking at the end game design of E33 I believe that the devs also thought combat would be more relevant, but in the end I only stayed for the plot (and looked up plot threads hidden behind hours of end game grind in longplays). I enjoyed BG3’s grounded approach more.