Here's my shitpost review of Final Fantasy: Tactics so I can get Duck Hunt dog reactions.
The pixel art, if you can call it 'art', lacks any soul to be found. Could they not use standardized sprites for every character in order to keep a consistent player feedback loop? For the life of me I can't imagine why they performed this development task the way as they did it, other than sheer disorganization and sheer laziness as per the usual Japanese way. Looking at its artistic synergy created a sort of ludo-dissonance in me and made me want to go back, perhaps as if I was time traveling considering I'm referring to a better games of a far superior era (my own), and thank the gods that character design has improved much in the decades that followed this games disappointing release. This game simply cannot compete with the likes of far superior cohesion experience narratives such as Lost Oddyssey on the Xbox Three-Sixty, or even the likes of the greatest action-RPG of Final Fantasy XIV, or my personal favourite game Honey Come Come Sushine Gala Party! Idakisae! 2.
This lack of coherent artistic vision extends out towards the rest of the barebones game, unfortunately, and I think it's substantially lacking in UI integration mechanics which is an absolute essential layer of engagement stack. The isometric view also belongs more to a lesser game feel than one of the prestigious variety that this game holds cohesive brotherhood with. Every map is designed more for ongoing character theming and forced gameplay loop counterblocking which made me greatly disappointed in the ten minutes I spent playing it. For a far more in-depth discussion, I'd recommend the YouTuber GamingPunkSkeptic27, they have phenomenal explorations of anti-kino game delves and really capture the essence of game layer mechanics and what makes them work. He's also totally a based academic, and plays a lot of games unlike me.
3/10, the last boss sucked.