The battles are along the lines of Virtua Fighter, with different tiers for each move that build up as you use them more (or practice with them). Exploration is what you'd expect from normal gameplay. The more intricate action/chase sequences tend to be done with QTEs. They sort of stitch things together. In the both games, there's at least one example I can think of where they subvert the QTE prompt in a clever way. A lot of the gameplay is getting a clue or direction from one conversation to find the next point for information. A lot of people will come away feeling like it's pretty dry overall, and it actually has a lot in common with classic point-and-click adventure puzzle structure. The logic for clues is more intuitive/logical though. Like at one point, you find an old object that you want to understand better, and there's an antique shop in town you can bring it to. Or you need to read a note in Chinese, so you can ask a handful of people in town who grew up in China.
Interesting, thanks.