Considering JRPGs are the only genre I seem to like (since sandbox games never hold my intrest more than a day, and Arkham Asylum only lasted a day), I have enough knowledge to know what problems they and "Western" RPGs have: stagnation. There is no game on Earth that can do anything differently. Everything is merely a copy of something else. Since 2000 or so, Japanese games have relied HEAVILY on anime based story arcs, characters, plots, and dear god the dialogue; copious amounts of dialogue. I'm not sure if the western developers have this issue, but it seems like developers not named Square Enix think the way to make any kind of headway is to ditch graphics and tell story by having an anime portrait pop up while a paralyzed mannequin is on the screen barely doing anything while the characters talk. The reliance on the "cutscene, dungeon, grind, big ass pre-boss cutscene, boss fight, recover, repeat" dynamic is frustrating. Persona alleviated this somewhat by using the day to day structure, but even those game fall into the rest of the typical faults Yahtzee brings up.
It made me think about how Arkham did character development; minimal cutscenes while the rest of the dialogue was fleshed out during gameplay (thanks to an intercom). I've seen Rogue Galaxy to that, but only using three random cuts of speech for every character to infinity. As much as you could blame FF7 for this, I blame Metal Gear Solid; ever since MGS came out, games have steadily relied on being "cinematic." Apparently, the model now is "USE AS MANY CUTSCENES AS POSSIBLE! MAKE IT AN INTERACTIVE MOVIE!" Well, Xenosaga (the one that EVERYONE brings up as the most obvious offender) was not interactive. It was an anime series (three in fact) spread out to insane length by adding characters walking around and getting into fights. Sadly, MGS4 raised the bar again by making cutscenes last an hour before gameplay breaks.
Games are no longer pick up and play mechanics; it takes a game like Arkham for me to be a good compromise. Let the plot points happen IN the game space while you're walking around, and don't waste money on expensive cutscenes just to feel "cinematic." Think about it, the ending to FF8 was 10-15 minutes; nearly every game in existence reels those off cutscenes that long within the first hour. It is an issue of games as a whole, not RPGs themselves.
It made me think about how Arkham did character development; minimal cutscenes while the rest of the dialogue was fleshed out during gameplay (thanks to an intercom). I've seen Rogue Galaxy to that, but only using three random cuts of speech for every character to infinity. As much as you could blame FF7 for this, I blame Metal Gear Solid; ever since MGS came out, games have steadily relied on being "cinematic." Apparently, the model now is "USE AS MANY CUTSCENES AS POSSIBLE! MAKE IT AN INTERACTIVE MOVIE!" Well, Xenosaga (the one that EVERYONE brings up as the most obvious offender) was not interactive. It was an anime series (three in fact) spread out to insane length by adding characters walking around and getting into fights. Sadly, MGS4 raised the bar again by making cutscenes last an hour before gameplay breaks.
Games are no longer pick up and play mechanics; it takes a game like Arkham for me to be a good compromise. Let the plot points happen IN the game space while you're walking around, and don't waste money on expensive cutscenes just to feel "cinematic." Think about it, the ending to FF8 was 10-15 minutes; nearly every game in existence reels those off cutscenes that long within the first hour. It is an issue of games as a whole, not RPGs themselves.