

It’s a “TP-less” system using a new resource called CC (“Chain Capacity”).
Different attacks or skills use different amounts of CC, and it recharges naturally after standing still or blocking for a short time. However… there’s different actions that also recharge CC such as sidestepping enemy attacks, meaning that if you’re playing properly you get the chance to attack again faster or extend your combo. The combo system is also more flexible with less strict ordering of skills, you can even chain combos into spells to reduce casting time. Overall it feels more like a traditional fighting game than your usual Tales battle system.
Also, there’s some very unique characters to play. Like Pascal, which is a mage with a gun-staff with most of her spells being AOE around her. Combos with her involve melee into ranged, into dashing and casting short-range spells. If you don’t mind spoilers here’s a video showing a complex late-game combo using her: https://www.youtube.com/watch?v=WtfWlLga20k
One important thing to mention is that the game has a very slow start, the first couple hours have you play an extended prologue of sorts during the main cast’s childhood, and the battle system only starts unlocking past that.



Playing Octopath Traveler II!
Lots of progress. I’m working the final chapter for each of the protagonists, finished Scholar and Thief yesterday and will do Cleric next. I’m rather overleved/overgeared since I did a LOT of exploration, so I didn’t have any trouble at all with the bosses so far.