When incontrol of either character, you can pause combat and assign a queue of attacks for both of them using a weapon wheel (think Dragon Age or Mass Effect).
Rather, their early education leads to long-term improvements in "noncognitive" skills, boosting character traits such as self-control and conscientiousness.
Employees want freedom from command and control bosses and task-based jobs and freedom to contribute their character and creativity and collaborative spirit in pursuit of a values-based mission worthy of their dedication.
Enormous chunks of missions are either you watching action unfold in pre-rendered events that you have no control over, or you simply nudging the analog stick forward so your character reaches the next event.