I’m playing Clair Obscur: Expedition 33, a fantasy turn-based RPG with a real-time reaction layer built into its combat that makes it one of the more satisfying games I’ve picked up recently. It also won lots of awards for game of the year last year if I am correct!
The core mechanic is quite straightforward. Each turn, you choose from a set of attacks, skills, and items for your party members (you have a few to choose from). But what makes it interesting is the parry and dodge system layered on top. When enemies attack, you can interrupt or avoid the hit entirely if your timing is right. This creates a dynamic where the “slow” turn-based structure never actually feels passive. You’re always engaged, even on the opponent’s turn.
What I find fun about this is how the system scales with player investment. Early on, you can largely ignore the parry mechanic and rely on menu decisions alone. But as enemies get harder, successfully parrying becomes essential, and the game rewards you for learning each enemy’s attack patterns rather than just grinding for higher stats. It starts to feel less like a numbers game and more like a rhythm you’re learning to read. This maps onto MDA’s notion of challenge as an aesthetic because the mechanics produce a dynamic where difficulty grows naturally with your attention and skill.

