valenti said:
Uh... What are you talking about? Retry option =/= not rewatching cutscenes. I'm saying the retry method makes the game MUCH less punishing for dying. Basically you have infinite lives in a Mario game.
Boss battles are based on patterns. So knowing their pattern after you die, however many (with no punishment), makes the subsequent encounters MUCH easier. If they added where you lose some gold for punishment (say 5-10%?), the game could give some incentive for trying.
That said, this game is amazing.
What would be the point in specifically punishing the user for utilizing the retry option? You can save anywhere as is, including right before a boss fight, most of which are also prefaced with a healing monument. As I said, the retry option is there to avoid the usual interface shenanigans (select load game, browse to save file, confirm the file load, re-watch cutscenes and boss reveals) and jump right back into the fight. As you said, the bosses are about learning the patterns and properly executing a counter strategy. Forcing you to fiddle with the interface after a loss isn't a punishment that ups the difficulty. It's a mere annoyance. Conversely, restarting the fight from the beginning (instead of forcing you to load your save from the safe room just before the fight) doesn't make that encounter any easier.
Ys games have never punished you for dying, outside of forcing a reload. In the case of boss battles, they're almost always identified beforehand, giving you an opportunity to heal and save. Losing gold or resources upon death are more relevant for traditional RPGs like FF or DQ that allow you to keep most of your progress (exp, loot, events) upon death.
It doesn't really make sense for a game that allows you to save anywhere. In any event, there's no real cause to compare an ARPG to a Mario platformer! Save/reload anywhere mechanics are basically infinite lives no matter how you slice it. The retry option doesn't change that at all!
I suppose I can understand having a basic issue with the infinite lives nature of RPGs in general, but this isn't something that's ever going to change outside of an ironman mode in a Rogue-like, and it seems a bit silly to specifically call out Ys 7's boss retry option. And Ys games in general are already infinitely more customizable than your average RPG, what with 3-5 difficulty settings available outside the box, so to speak.