I'm impressed how good this game looks for a Playstation 1 title and it might be the best looking game to ever be released on the system. It's always fascinating comparing early titles to end of life titles for a gaming console. It's night and day how much they could push the hardware. In addition to the graphical fidelity, this game had several departures from Square Enix's typical formula and design. The game is rendered fully in 3-D whereas most Square Enix titles at the time would use per-rendered backgrounds to save on memory space. The limitation of a full 3-D environment resulted in a smaller scale and it works for the plot and game mechanics. The character models have changing expressions and even have their lips moving to dialogue despite no voice acting being present. It has a pretty unique, dark and experimental sound track that contrast sharply with the more bombastic Danny Elfman style of compositions more common to Square Enix games.
It's a cinematic game with cinematography that would translate well shot for shot into a movie. There's dramatic lighting, engaging camera angles and a great sense of pacing with how the plot unfolds.I honestly think it outclasses Metal Gear Solid despite not having voice acting. The writing is among the best that Square Enix has ever released, easily surpassing contemporary titles (note that this is graded on a curve). Alexander Smith, who did the English Localization, deserves grand praise for his contribution. He went above and beyond his duties as a translator. Apparently the original Japanese script used modern language and Smith made the brilliant decision to put an archaic Old English spin to the dialogue which helps elevate the atmosphere.
What makes this game wholly unique is its combination of tactical combat, box puzzles and light platforming. Combat is complicated and not well communicated to the player. You're forced to sift through pages of texts in the manual included in the pause menu and experimenting gratuitously. Even reviewing the intimidating manual, I still didn't feel prepared for the game. Combat at face value is simple. You press Circle to pull up a targeting sphere. If an enemy is in said sphere, you can attack them. You can select different body parts, which will have varying defenses, and then you can combo attacks. In theory, once you start an attack, you can endlessly attack until the enemy is dead. This is balanced by making you use precise timing, that gets more unforgiving at set combo thresholds. I believe at combo 8 and 13 the number of frames you have to hit the combo button is reduced. To further balance combo-ing, you accumulate risk which increases the damage you take and the chances an enemy will land a critical attack on you. While combo-ing, you have three key bindings that you can map different skills to. Skills will have different attack animations, some are harder to combo off of than others, and effects. When you are attack, you have a window where you can employ a combo breaker to reduce damage or remove status effects an enemy would otherwise impose on you. In addition, there are spells but I found only buffs and debuffs to be useful. The main reason being the heavy RNG around character progression and the lack of agency when customizing your character.
If that sounds complicated, that's just the tip of the iceberg. You need to consider class, affinity and type all of which have counters or are heavily resilient to attack types. Different limbs can have their own weaknesses and resistances to combo-ing (some enemies are near impossible to combo). This forces you to experiment, analyze the enemy, then switch to an appropriate class, affinity and/or type to counter their defenses. If you take the time and play tactically many fights can be trivialized. Against some enemies this is necessary because a handful of them can one shot you with a single spell, including the final boss. While in principle this is well and good, it's hampered significantly by hardware limitation and perhaps overlooking the design of the menus. You will be pausing and maneuvering through cumbersome menus constantly. You will wait outside a door for your MP to recharge (which takes over a minute depending on you pool) so you can buff up and then enter the next room in case a fight is waiting for you. You will want to save constantly. This later habit is confounded by outrageously slow saving and loading. This may dissuade you from saving more often, but it only takes one dungeon crawl resulting in a punishing death and losing 30 minutes to cope with the loading/saving times as often as possible to avoid wasting time in the long haul.
You also have a limited inventory space and for whatever reason, whenever you want to store items you need to save the game... which made me dread every time I needed to store items. I could go on, but the gist is the combat is easy to learn by dense to master. I found the game satisfying towards the end of my playthrough as the mechanics clicked and I felt mastery over it's systems. The over-complication does drastically hurt the pacing of the game, but the writing and cinematic quality of cut scenes was enough to keep me pushing forward.
While I didn't like the platforming, I did enjoy the box puzzles. Sure they make no sense, but they are well designed, serve as a break from combat and get challenging in the late game. I felt clever solving a few of the toughest ones which is always a good sign from a puzzle game. Making the player feel clever by solving it.
I won't even touch on the crafting system. I looked at a chart and my eyes immediately glossed over. It's too damn complicated. I found a big mace in a chest and Hulk Smashed my way through the rest of the game.
My biggest issue with the game, excluding the needless complexity in almost every system in the game, would be how character progression is tied heavily to RNG. Every time you kill a major boss, a slot machine appears. You will then be rewarded a stat upgrade based on where it lands. This effectively removes your control of the strengths and weaknesses of your character... I really dislike this decision. Not only do you not choose which stat you want to increase, but the amount it increases is also randomized. You are given elixir's to buff specific stats, but it's random if you will be given 1-4 points to it... this makes going a mage build ill-advised since you cannot reliably increase your intelligence to buff your damage.
TL; DR: This is a unique JRPG that has it's baggage but is rewarding to master and worth experiencing. It won't be for everyone, but Yasumi Matsuno expected as much since he designed it for the hardcore gamer. It needed refinement and simplification to make it a masterpiece but I still consider it a work of art. A shame we never got a spiritual successor. Another iteration of it's mechanics could have been great.