OK…Yeah, I was kinda unclear what you were going for before, now I think I’m starting to get it a little more. I thought it was supposed to be a straight action game.
The thing that bothers me about this kind of turn based system is when the characters can move real time, and it’s just the actions that are turn based. It kinda breaks the 4th wall of it all, because you are always questioning why you can run up to the guy, and he does nothing in response to you doing stuff.
The idea of turn based battle is to simulate as much of the battle as you can, so you can just focus solely on the strategy, and worry less about the tactics.
I think the biggest problem you have in terms of aesthetics is using that one static camera for everything. If you are controlling multiple characters against a mob of enemies, it might be better to us an overhead, wide shot camera of some sort while you are selecting your actions, then when you are doing the fighting, cut to an action cam, which is already framed up nicely on the two participants in the action, sorta like the little framed action cams you got in Final Fantasy X during some parts of the battle, or the kill animations you see in Assassin’s Creed Multiplayer. That would give you the more cinematic experience you’re looking for.
And for the logistics of a system like that, you might want to put the movement on rails a little more. That way you don’t have to guess where the camera is gonna need to be for every cinematic cut. So when you are taking action, you move the two characters as subtly as possible to a position where they are lined up cleanly, then move the camera where you want it to be for the nice tight shot.
I think another problem is the fact that the characters being attacked don’t look like they are aware the attack is coming, and just kinda stand there oblivious to the world, so if they had a little bit of reaction to the idea of being hit, like they looked scared, or like they are trying to prepare to take the hit, then it might also create a better look as well.