That being said - the incrementing amount of inputs plus lengthy animations made for some incredibly slow fights, compounded by frequent encounters and sluggish world map traversal. Mix that with individual enemy/equipment quirks and the result bestows each fight with a collection of details, with each detail contributing to the general challenge. The obscurity behind unlocking these 'hyper arts' actually paints a neat form of dungeon progression: Players are urged to balance experimentation (unlocking new arts) and efficiency (using unlocked arts to avoid prolonging fights and taking extra damage). Clearly the centerpiece of the show, it combined turn-based systems with code commands utilizing the d-pad alongside usual controls, with hidden special move combinations halfway between menu selection and fighting game motion inputs (perhaps quoting from both FFVI and Xenogears). Legend of Legaia offered a busy take on JRPG combat.
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