I enjoyed it, the improvements of the IZJS cannot be overstated, it's what the game should have been all along, as far as I'm concerned. Although the game is also in desperate need of a quest log, haha. They're just so esoteric, even when I happen upon what I think is a quest and manage to actually remember talking to someone else about something related, but it was never that simple. (Like the guy in the Westersand complaining that he didn't have a fishing rod, I remembered talking to a fishing enthusiast in Balfonheim, go talk to him...nothing. I look it up and it's crazy complicated. So much of this game screams "You need the guide for this," which I don't love.)
I do still wish the cast were more endearing. It actually starts to be RIGHT at the end of the game, and I enjoyed it, but wondered where the hell it's been the whole time. They're suddenly talking like friends and supporting each other, but they barely spoke amongst themselves over the journey. Another occasion that the game seemed to call my attention to this fact is in Giruvegan and Basch says to Vaan, "You're becoming more the sky pirate every day." ...How? What makes you say that? I don't think they shared a word between them after clearing up the stuff about Reks way back in the Barheim passage. Don't just vaguely imply to me that everyone has this burgeoning friendship, give me some dialogue scenes more often than once every dozen hours.
I'm still a little foggy on Venat's goals, but the other elements of the story were definitely enjoyable to get into, and as I voraciously hunt for any connections to Tactics, it was fun to suss out and surmise some (with regards to the Occuria, the Espers/Lucavi and the story their Bestiary entries tell, and the Zodiac Stones/Auracite/Nethicite). And it's interesting that by far the most overt connection shows up at the
very end in Balthier's note about heading to Bervenia to find the Cache of Glabados. Bervenia being a city/region in Tactics, the Church of Glabados in Tactics, and the Cache (which he apparently finds, and it transports him to Ramza's time).
In short, it didn't
drastically change my opinion of the game, but overall I do have a greater appreciation for the game than I did before. My gameplay gripes were mostly ameliorated by the new version, but my other complaints (weak cast interaction, needlessly obtuse quests with no way to track them, could use more bones to connect to Tactics) are still there. The variety of areas are truly excellent, I adore the bestiary, the world-building is impressive, and Balthier is still awesome
I think I'm simply not very good at hte combat system. I mean I was powerful enough that it wasn't a huge issue (though the final boss was pretty tough), and it is satisfying when a set of gambits works as intended,
but I never seem to have enough of them. And if I play again I'd like to try a true mage character, but I have no idea how those gambits would work.
So there's "If weak to x element" which you could do for all the elements,
but then what do you do for enemies that aren't weak to anything you can do? Just pick a spell? And how do you keep up your MP? Or do you just attack with your staff or whatever until something is weak to something?