Quote Originally Posted by Wolf Kanno View Post
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.
I mean, I can see your point, I'm just struggling to see how any other FF or indeed RPG is much different from this. To me, the fact that I can tell at a glance who can do what is the very model of game design, so I think we'll just have to disagree on this one

Which version did you play?
PSP, as the OP didn't specify versions, but I don't doubt the original installment was rather harder.