>>27553983Nnnnn... no? I'm not that anon, but the thing about the other games is that it was usually you, your partner, and then a couple other recruits you might have found here or there. It encouraged you to go out and explore and make your own team, but your starter choices were a part of that. The two/three/four of you would grow and level up together and so on. Even in some story missions you could do this - I remember bringing a recruit along with us for Amp Plains, for example.
By comparison, Super often encourages you to ditch your player and partner completely when considering team composition because they're incredibly weak and often useless in the higher-level dungeons, unless you cheese every encounter with wands or 'roid yourselves with gold-bought vitamins. Since the EXP curve is so limited and dungeons are often high-level affairs, even during the story mode, the game restricts you to either cheesing its content or using the strong crutches it provides, which is restrictive. On top of that, the break system means you can never settle into a team you actually like, which is even more restrictive. There simply isn't any kind of balanced middle ground like Explorers, Rescue, or even Gates had, which is part of why the Connection Orb irks so many people.