Quote Originally Posted by Mister Adequate View Post

Okay, that makes more sense, thanks for clarifying what you meant. I disagree inasmuch as any RPG has exactly that, and the fact that X makes it reasonably easy to deduce what your tactics should be is due to having strong game design in both visual and interface terms (i.e. you can see that a skink is a skinny, skittish thing so you should probably use Wakka or Tidus; you can see a flan is a... well, a flan, so physical attacks will be useless; and you can pretty easily scan things to learn all about them). But thank you for clarifying
My issue is that it is a matching game. Instead of letting me figure it out for myself that Tidus is better for weaker but agile enemies the game flat out tells me and proceeds to show me through it's strong visual design that Tidus will always kill these smurfers in one hit. Hell the fact it usually takes just one hit to finish them off is another problem. Being able to see turn order basically means that my entire strategy is

Step One: Scan enemy types
Step Two: Figure out turn order
Step three: Match enemy with character, hit attack
Step four: win.

It may seem like there is more strategy than earlier installment where strategy comes down to mash X to win, but since the results are the same due to poor challenge, then I'm annoyed the game forces me to take two extra steps if the result is going to be the same. If the enemies had the ability to manipulate turn order more strongly and could take a few more blows, the system would be pretty good but as it stands it's just extra busy work for a battle that was always a one-sided victory like previous installments.

Quote Originally Posted by Mister Adequate View Post
Well I finished it so Only part that gave me trouble was Garuda who, admittedly, hurt my bumhole quite a lot many times, mainly because I hadn't realized that the Dragoon's Tower had lots of stuff that would help me against him.
Which version did you play?