Ditto, and I'm by no means an RPG/action RPG novice. I just found the entire thing cumbersome, to the point where I was putting in one of the worst performances in terms of effective and efficient combat and use of resources that I can ever recall making since I first picked up Final Fantasy in..1990, I want to say? I was quite low on resources towards the end and was having a hard time keeping both characters up and active to the extent that I could continue to get decent attacks in during the windows available. I really hope it's just a matter of my not having had enough time in the demo for everything to "click", because if the whole experience was fairly close to that level of awkwardness, I'd have trouble getting through that game, no matter how hard they nailed every other aspect of recreating that classic.I hope the combat becomes intuitive because I feel like the worlds most absolute moron after playing against the guard scorpion. What was a simple battle in the original had me doing single digit damage in the remake. I was getting absolutely wrecked due to me running out of MP. I didn't die but I had to shower myself in potions...
Well, I definitely perceived it as an attempt at such a hybrid, but however one classifies it, I have to wonder if the ultimate response players and critics will have is that it actually combines aspects of both traditional RPGs and action RPGs in such a way that its not really intuitive or conductive to either good ATB strategy or good ARPG flow. But it sounds like you are maybe saying that it is in fact just a matter of time and that ultimately it feels fluid, strategic, and enjoyable?Mastering the shortcuts helps a lot with the flow, but honestly, the problem most of us have had with the combat (I include myself in this) is mistaking the game for an action RPG. It's really not.
It's a sort of hybrid of ARPG and ATB. Look at it more as an evolved version of the ATB system the original game had, just where the characters and enemies are always in movement and performing whittling damage while looking for your input to effect the decisive moves.