So, among other things, I got Super Mario RPG Remake for Christmas.
Slight dropped ball on the specials- could've had SOME kind of single-character individualized bonus effect instead of just Toad, so it's not barely-useful before Rose Town and Geno.
Combo persisting between battles is pretty nice.
THERE IS A HIT TRAINER! A reactive one- you're hitting the timing, it vanishes after a few successes. You fail a few times, it reappears. It's fantastic! Even works on defense.
Could you not defend from AoE attacks in the original? I never seemed able to, and I'm guessing that's why. The Remake not only points that out, but shows 'cannot defend!' whenever an AoE happens so you're not raging at the buttons. It's nice.
Timing seems a bit more generous than before- but the attacks seem to come out faster so you have less time to execute, so it kinda balances out. Plus the Perfect Timing option that does splash damage is indeed harder to get.
Boss HP seems like it's been reduced though- at least they seem to die quicker than I recall. Probably jacked it back up for the bonus fights at least, so there's that.
Motion seems... off. In the original, when you ran, it felt like you were going F A S T. In the Remake, it's set to run by default, and use the shoulder buttons to walk- or you can swap that. But running doesn't feel as fast. Might just be me.
No real complaints so far. Just beat Claymorton (forget his name in the original- sword guy in Mushroom Kingdom) and it's onto the Kero Sewers next- where the game actually got challenging before, at least on my first few playthroughs. We'll see.