I am constantly impressed. Like
Feel the Magic, this game is essentially a narrative where cutscenes are turned into interactive minigames using 'innovative' controls. Except it's made by Squareenix, and the cutscenes, writing, 'acting' (both voice and CGI faces) are all top notch. This doesn't feel like a incomprehensible melodramtic Final Fantasy game, so much as it feels like a modern comic book movie. The characters are very grounded, super powers are used symbolically and explained thoroughly. It feels a lot like the X-Men or Spiderman movies, though set in the Crystal Chronicles world.
Even though there is a main engine, it takes a back seat to the minigames. Even combat itself feels like a minigame. There aren't random battles so much as fixed set pieces with battles that happen on them. Miasma streams will fill areas with a specific mix of monsters (who are intended to react to each other, for example, skeleton monsters are paired with wolfs because they'll react to bones, etc.) and you can defeat all the monsters by the time limit and seal the Miasma portal.
If you can kill all the monsters and seal the Miasma portal before the time runs out, you'll be rewarded with a new unit on your life bar (which only comes into play during battles) and if you ignore it, you'll get nothing and be weaker at the next battle. Also, if you fail to customize yourself and make your attack stronger, you wont be able to kill all the monsters before the time limit which results in lower HP.
But, weirdly, I feel like I'm halfway through the game and have only been in maybe five battles. There has also only been one boss battle and it was pretty cool, albiet one-note. But the battles are not the focus--there have been more minigames than battles so far. I know the word "minigame" carries a stigma, but the minigames are mostly really fun.
This game is kind of like
Luigi's mansion in that it's short enough to be replayed a bunch of times to get a better score. But rather than an overall score, you have individual scores for each minigame, and you have a ton of achievements to unlock. The long term replayability would be replaying the 10ish hour story maybe 3 or 4 times and try to get all of the achievements. There is no way to replay a lot of the minigames, they are all very story specific.
I say 'minigame' but they feel more like interactive cutscenes. For example, there's a scene where Layle is trying to sneak from one end of a train to the other, unnoticed by guards. The music is cool, Layle's voice acting and expressions are cool (he does the shifty eyes thing pretty convincingly) and the general ambiance of the scene is cool. As a player, you monitor the food carts and guards and flick the remote in the right direction when you want Layle to move. Layle will roll under seats and hide against the rafters while guards whistle obliviously and passengers and Moogles look at him confusedly. While this isn't innovative in a gameplay sense, it feels like something I've never done before.
HP is only ever used in battles, and your penalty for failure in minigames is either having to start over or failure to get an achievement. The win/loss state for non-minigame/non-battle portions (ie, walking around) is money and items. You can find new items and money by breaking shit, tossing NPCs around, and buying at shops. But you can also lose money if you get attacked by a guard or if you send something flying into yourself. Also, at one point I was on a museum (which featured 3D models of Crystal Chalices and gate keys and other trinkets from previous games in the series) and my little brother (co-op) broke a vase, and a librarian Moogle made my gil counter go into the negative thousands, so I panicked and reset before it could auto-save.
Everything is a minigame. Every single area has some kind of minigame element to it, even small areas. For example, there was one area where a Moogle couldn't open his store because he lost the key to his briefcase. The key was hidden in the sand, and you could pick it up, but you can't carry things with gravity magic while swimming, so you couldn't take it to him. So you had to use your powers to pick it up and then throw it at him, and it would clock him in the head and he'd be confused and then open his case and set up shop. Then you could buy items there that were so far unobtainable.
The game makes sure that Layle is a rebel, and will often only allow you to do things the "Layle way" even if there's an obvious normal way to do it. There's not really a 'talk' or 'examine' button. If you want to interact with a person, you have to pick them up and throw them. If you want to open a door, you have to tear it down. Layle doesn't give a fuck, and the game doesn't allow
you to give a fuck, and that's kind of cool.
In terms of story, it's... Really good. It does everything right, and nothing wrong. The character models are surprisingly emotive (but never emo) and the voice actors are very talented. This is a story where glances and tones mean a lot. One of the recurring themes is that pretty much everyone hates Layle and is using him (and his powers) as a means to an end, and he's aware of it, but he doesn't use it as an excuse to act immature.
Crystal Bearer or otherwise, a large focus of the story is about those who live on the fringes of society--minorities, outlaws, dangerous individuals, political descentors, anyone who dares to change the existing system, etc. No one is painted as a bad guy, not even 'the system' itself. While it definitely seems unfair that the Lilties rule, the Yukes are dead, Clavats are the ruled and Selkies are outsiders, no one is whining about it. Characters either accept their role in society or are actively working to improve it, but no one is being annoying about it, which is rare and refreshing in a Square game.
The story is basically about about 7 or 8 strong-willed individuals trying to live their lives in an unfair society, even if it means clashing with each other. You're never sure who you're supposed to root for and you're basically rooting for everyone.