and the concept of the Swirly Battle Transition does a lot of work in terms of how stylised and abstract your combat minigame /feels/, how different "what you can do in combat" feels from "what you can do all the rest of the time"
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I accept that you are objectively incorrect.
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like straight up, no, I just think you're totally and measurably wrong. CRPG combat's obsession with a caricature of "realism" is absolute trash and satisfies neither, resulting in a banal and bland combat experience where you're just throwing a preplanned strategy at the foe.
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I remember being pressured by a friend into actually watching the Kingsglaive: Final Fantasy XV movie with them and I was like "Oh my God it's actually a world built on the literal idea that everything is completely normal except people have superpowers when they fight"
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"This is so dumb"
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