I'm actually one of those that loves turn-based battle and random enconter RPG's. Games like Dragon Quest VIII (which people complain the RE rate is too high, though I disagree) and such. I think I got more used to random battles after playing Digital Devil Saga, the RE rate in the game is RIDICULOUS, but it didn't make me dislike random battles, it kinda just made me more tolerant towards them.
Grinding is also something I don't mind at all, as long as I don't have to do it TOO much.
btw, if you like seamless combat, you could try out the 4 original .hack games, it's even more seamless than Rogue Galaxy (in RG in the start and ending of battle you get this 1 second intro/outro where the characters take out/put away their weapons), in the .hack games, you see the monster portal, when you get close the monsters appear and a message "Battle Mode On" appears, though without stopping anything you're doing, and during combat you can still open any tresure chests and pick up any objects you find, and then leaving combat is the same, just a message saying "Battle Mode Off" without stopping your movement whatsoever. Here's a video, go to 7:20.
It may seem like not much, but that REALLY helps the game, and more action RPG's should be like that, I remember always mashing X button so the EXP screens and such would just go away in RG and .hack//G.U. games (although I think you could still move forward during the EXP screen in RG), it's just a few seconds but after a few battles it can frustrate, the way the 4 original .hack games do their battles is much more fun. And more action RPG's should be like that, most say RG has seamless battles but in a way their are still random battles, just covered up.
If I was to choose between turn-based/random encounters and actionRPG/seamless combat, I wouldn't be able to choose, since I love both kinds almost equally, it ends up depending on the rest of the game that makes me decide if I like the game or not.
Dudersaper
Thanks for the suggestion, I've been meaning to pick those games up for a while. And you're very right about RG, it really did just have concealed random encounters. I just prefer the way they were handled in that game, as opposed to other titles. Having your screen crack into pieces, and being whisked off to some generic battle stage just breaks immersion and disrupts the flow of a game imo. I liked that RG handled it very subtly, and that the transitions into and out of combat were quicker and more natural than most games with random encounters.
I loved DQ8 as well, but it honestly had one of the worse grinding scenarios of most RPGs I've played. The bosses were, for the most part, challenging, which meant that being underleveled just wasn't an option (kind of a gift and a curse, because that kept the game somewhat difficult but also gave you little choice when it came to grinding). Also, new gear almost ALWAYS cost double what you had by the time you got to it. I remember grinding outside the bandit-town, which I can't remember the name of lol, for hours on end trying to get everyone's gear updated, even after skipping out on the gear of the last town. I felt like that somewhat defeatedDQ8's attempts to help you avoid battles (Evac and the other teleport spell, chimera wings, and the battle avoiding bottles). Still, it was a great game imo. I felt like the turn-based combat fit well within that game and, while the repetitive "spam x" strategy got tedious, I really didn't mind them much at all. There was something very satisfying about that combat system and dealing high amounts of damage, that you don't see in a lot of turn-based battle systems imo. I felt the same about LO.
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