Resonance of Fate
What was good about it: A very interesting turn-based combat system. Players controlled location within the battle area as well as the action, and with certain conditions, the 3 party members could initiate a combo maneuver where they would in essence, run around in a triangle shooting at whatever enemy you directed them to. This made gameplay interesting because you could position units to surround a boss to fire on him from all sides, or in cases where damage needed to be applied from a specific angle, the party could be repositioned accordingly.
What was bad about it: Pretty much everything else. The locations besides the world maps looked like 2D images that were supposed to be interpreted as a 3D setting, so navigation around these areas was utterly confusing at best. The plot line was dismally slow, with large portions of the beginning of the main story revolve around doing retarded shit for characters that were completely unlikeable, with no actual character development of the 3 main characters which you control. Once these characters are explored, however, you will wish you had just stayed in the dark about them. They are all completely over the top and stereotypical; one is the gruff mercenary "badass" (notice the quotes children), another is your typical emo kid to the extreme, and the last is a ditzy blonde. I knew who the antagonists were going to be at the time I stopped playing, because in their cutscenes, they had to blatantly say: "We're evil people doing evil things." But at that time, neither of them had made any appearance that would possibly connect them to the protagonist, save that they lived in this same, run down tower that the rest of humanity now resides in for some reason. One chapter of the MAIN STORY is devoted to the main characters dress up like Santa Claus and use the combat system to throw presents at children. No, I'm not joking.
Basically: Put the combat system in another game, in ANY other game for that matter, and it will be better.