Really, battles were that you would either go Weak>Fierce>Fierce, or Weak>Strong>Fierce>Element if you needed to heal. The effects of Elements were usually so inadequate for their cost that they were simply impractical to use, especially when you could unleash a full combo with the same amount of stamina and deal more three times more damage than you would've with an Element. And fill your Element Grids with healing Elements and you were unbeatable.
This is pretty much the main reason I dislike the game. I know it's possible to get through a lot of RPGs with attack-attack-heal button mashing, but CC is the only game where it actually seems like a
good strategy. You try to do something different, and it's almost like the game is punishing you. You lose a lot of stamina while regaining very little for your other party members, and you leave yourself unable to cast more spells because your elements get drained. Then you have to spend another round doing physical attacks (possibly with a weak attacker) just to get back on your feet. It feels like you're just throwing away your momentum.
Also rather revolutionary was that you could automatically heal after every battle. At the end of a fight, you'd have the option to use what Elements you had charged by the end of the fight in order to replenish the party's HP without having to go into the menu and manually do it. It's a bit surprising that they have this option which cuts out so much micromanagement when the rest of the game's systems were so sadly plagued with it. The World Ends With You and Final Fantasy XIII both took this concept a bit further to just automatically restore your health at the end of each fight, and I think both games were better off for it.
There's only one game where I've ever considered this kind of feature to be a negative, and it's Chrono Cross. Combined with the boss-based leveling system, it made regular battles feel completely pointless. TWEWY had a very fun battle system, and FF13 had some regular enemies that could actually kill you. In Chrono Cross, it just felt like I was running around with god mode on, getting no rewards for the battles whatsoever. The only way it was even worth the load time was if the enemies were dropping a new material for the next tier of weapons.
SatelliteOfLove said:
The Suikoden series' castles actually provide some character development for all those throwaways. Even the unimportant farmers get minigames and some history from the detectives. They also have dozens of characters that are relevant to the story in some way.
For some reason though, I always make a connection between Suikoden 3 and Chrono Cross. They're both sequels to popular games, and the expectations for both were unrealistically high. The initial response on various boards was similar, something like "Well, I wish the game was more like its predecessor, and I hate all the weird and stupid design choices, but... the game's great! 10/10!" Then a few months later, they became games that everyone loves to hate.