My problem is not even the transition from turn-based or other slower traditions rpg systems to the hyperactive action system but that their(SE’s anything FF or FF-esque like Harvestella) systems have been straight trout. They’re not hard, they’re trout. There are a lot of different ways to introduce difficulty to a game system (inflated enemy hp, complicated timing mechanisms, etc.), but the combination of elements they seem to have settled on the last decade are just not fun to me at all. Every version of the “break” system they’ve done is total trout. I don’t know why they’re so hung up on this idea, but it’s tiresome. Perhaps I wouldn’t feel this way if there weren’t so many really thoughtful, appealing, and challenging-in-a-good-way systems out there in other games, but I guess it is what it is.
ALL THAT to say that if the story didn’t look like, as Del put it, “generic medieval” tripe, I might like the idea of have a story mode like this so I don’t have to deal with an annoying combat system. But here’s to hoping this iteration of the combat is more enjoyable and story mode is moot.