About UFO, welll I played the demo for 30 seconds... It made my eyes bleed, horrible GFX bugs.. and the interface was irritating me. No it seemed more like a RT + pause kinda game (PB looked tacked on).
Actually off the top of my head I can't think of many PB games that provide a good example.
Also E5 demo (mine's much older than v5), I liked the bullet time RT system.
There are a few issues with that interface however, whenever you want a character to do something invariably you issue the orders and they do it, BUT the other guy would usually just stand there...
This game needs a 'commit orders' button once the user has selected what they wanted to do... The developers were heading in the right direction but need to go that extra mile to really have a good(ish) system.
Well the old argument was that RT simulates 'everybody attacking at the same time', better than TB.
However in some situations I think the differance would be nonexistant, like in a Napoleonic or American war of Independance, type simulation.
'Traditional' TB as it stands now does not convey how two Dudes stand next to each other with SMGs firing full-auto. Whoever fires the part of the burst first wins invariably.
Round-Robin/Turn Initiation handling methods aside.
'X-Com/JA2' TB do this much better, but still its not perfect. Because when you get a 'Interrupt' nearly all of the time (if you have APs) you can perform a 'full' action, like emptying the whole clip into that nearby enemy. The enemy gets no chance to dodge/fire back.
TB does a poor job of modeling "real" tactical combat situations. (it IS good for most strategy however)
I think because TB was never meant for such situations, it has its roots in many board games, like RISK / AXIS & ALLIES... and so on.
RT has its roots in simulation / arcade type games / simulators. (Racing games/ Flight sims, Fighting games, just about every arcade game)
A Good system when the players skill actually means something, (racing / fighting / flight sims).
However in a RPG, the whole tenent of 'Player skill' goes out the window. Thus RT is inappropriate for such a game.
What I'm trying to say is: Neither does a totally convincing job.
Phase Baised would at least attempt to bridge the gap between the two. Sortofa Real-Time sliced into tiny little elements which the player has all the time in the world to change but the PC does not. Or a Turn-Baised where the turns are really short and happen simultainously, for everyone. There are many ways to do PB, but few have steped up to the plate. The only game I can think of with even a vagely similar idea is Laser Squad Nemesis, (mind you I have not actually played it but I hear its similar to PB)