There was a time when actual arguments were had over the validity of "real time with pause" as a design choice. A foolish time we ought not to revisit. I bring it up because I've been playing Fates Of Ort, a light-hearted action RPG that's more like "pause with real time".
Everything is frozen in time until you move, swing a sword, or cast a spell, replacing the usual reflex-based clickfest with a measured pace. Combined with its intriguing magic system, it lets you combine conditions and spell effects without becoming a test of how many button sequences you've memorised. There's even a hint of bullet hell, an experience I evidently enjoy more (ie: at all) when I can pause, and a tiny pinch of Dark Souls in its respawning/healing system. It's fun stuff.
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