Well, it looks like Ban-Nam has hit a new low.
I'm about 6 hours in, I think I'm getting close to having all of the mechanics revealed so there's still some room left to affect my opinion but so far this has been thoroughly underwhelming. It's still a mothership Tales game with all the stuff you'd expect - lots of interlocking systems, same old fun battles, skits, you name it - but nothing is really standing out and they committed the mother of all bullshit DLC whoppers.
First off, the game does not look a single bit improved graphically from Xillia. It still has the same engine, maps, bubbles over the people you can talk to, insane pop-in given the low level of environment detail, and weird animation adjustment where if you're more than 20 feet from something it animates with like 4 frames a second. The maps ARE larger than in Xillia, but they don't actually have more detail or stuff in them. They just take longer to run across. This is even more apparent because unlike Xillia and its insanely monster-stuffed maps, there are way too FEW encounters in Zestiria, so you're just running through endless empty plains or dungeons. I've been through three different dungeons, all ruins that looked like palette swaps of each other. Also, there are numerous glaring slowdowns, not just in cutscenes where there's no possible reason it should be having trouble, but also every once in a while during fights if the number of onscreen agents is it at the maximum. For a game that doesn't look very good to begin with, that's embarrassing.
You do have fights within the environment, but they suck. It's not like a free-roaming game where you just run up and start bashing, it still does the wipe and redraw when you touch a monster, you just reappear exactly where you were on the map. Because there's now obstacles, walls and such, the camera gets hung up on everything, there's no benefit or interest to having obstacles within the fight arena, it just fucks everything up and the camera is AWFUL. It's a half-measure toward changing the way you approach battles that serves no benefit, so they should have either gone all the way and let battles happen freely open-world style, or just left it the way it was. The battle system is still all right but it feels less responsive and smooth than Graces, which is what the control scheme is modeled after.
I haven't gotten very far with upgrading/replacing equipment so I am waiting to see if it clicks for me, but so far I don't like it. You get lots of randomized drops with various "skills," of which there are a TON, and the game does a poor job of outlining if something is an improvement or not. They seem to be stuck between wanting you to get better ranks of equipment for better base stats, and wanting you to cover as many skills as possible to provide a variety of benefits. I have no idea if what I'm doing is smart or not, there's just a million choices that all seem arbitrary.
Some things that are interesting takes that I'm enjoying so far: every character has support skills that you can have one active at a time. They serve various purposes like noticing/alerting you to nearby chests or items, auto-healing as you walk, generating potions/gummies/food, and so on. It's a simplistic system but they serve a handy purpose. They also have an AP system where you can equip generic skills that allocate a certain number of your AP (mid-air recover by hitting Square, auto-defend skills that halve your Grade, stuff like that) and as you play further it tells you what you need to do to earn more skills. Leveling up increases your stats and gives you new combat artes but does NOT increase HP, that only happens with special items you get from beating bosses. So there's a bit of a systemic limit to how tough you can be at any point.
More dumb things: there are no item icons, which always bugs me in a JRPG that has tons of items. Way to make your game more bland than before. The cutscenes seem even longer than ever, and I noticed a number of really awkward scenes that a competent game director would have adjusted or removed (that's not exactly new for Tales, but you'd think they would learn how to do this by now). The shops have been consolidated into one type (phew) but each one has its own shop level, and at least the first few shops didn't seem to give me shit when I upgraded them. Not sure what the point is.
But the mother of all fuck-ups, and the reason that people on Amazon JP have managed to lower the review score to 1.5 stars, is the DLC. They apparently pulled a really low-rent Aerith maneuver and kick the main heroine out of the party in the middle of the game - reviews made it sound like it's super hamfisted and awkward. Then, a few days after the release of the game, they announced a DLC pack for 1300 yen that is an epilogue/expansion focused on that character. It's apparently so brazen that as you get to the very last dungeon, the shops start to offer her weapons again, even though she is not in your party. Well they got slammed with bad reviews and have now promised to make the DLC free for a limited time, "out of appreciation for the fans" (fuck you)
It's still a Tales game and I'll keep playing it but what a shitshow. Don't know if the series will recover after this.