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Ultima Underworld wasn't a square moving game, and M&M 6-8 gave us the option for turn based.
That is true, both of these examples aren't exactly precise. Let's get more technical and only list those old dungeon crawlers that feature both real time combat and grid movement. Stonekeep still falls under this criterion. Then there's Infernal Tome, Ishar 3 (not sure about previous chapters), Menzoberranzan (if my memory serves, there are 2 options to play the game: with unrestricted movement and grid-based movement, and you can choose one or the other in the settings), Demise: Rise of the Ku'Tan and, of course, Anvil of Dawn. I'm sure there are more, but hopefully these illustrate my point - real-time combat is as classic approach to crawlers as turn-based variants.
No doubt. They're just not as fun (for me).
I was of the exact same opinion as you Strykerx88 until I played this game.
The devs have hit the sweet spot between fast combat and tactics.
I am really enjoying each turn where I pause and give each of my characters their instructions and then watch it all play out and repeat.
It took a couple of hours for me to get a grip on the combat but when I did it all fell into place tactfully, rather than a wild frantic mishmash that I though it was originally.
You should keep an open mind on this game and perhaps get it on a sale or something.
You are denying yourself of experiencing some really excellent gameplay.
Alright, I'll put it on the wish list. Thanks for the heads up.
And M and M weren't square based games either, priors were. I loved them because you could freelook roam and then go into pure turn in combat, good fun.
Next :D
A lot has been posted in these forums praising the combat.
I doubt any more will change your mind.