I felt most of Yahtzee's entertaining rant was about JRPG's, instead of about TWEWY good/bad qualities. I don't even think of TWEWY being a JRPG, even if it was styled by Nomura, and made by Jupiter/Square-Enix.
Actual points:
1) Bad Storytelling Storytelling/dialog is merely wheeling around the characters, not having dialog choices; not interactive storytelling ("just reading".) It's just visual novels/which he doesn't like. Though most play like bad choose your own adventure books. (Which begs the question: what is interactive storytelling, let alone good/bad interactive storytelling?)
2) Story and game play should go hand in hand.
3) Getting through cutscenes is like eating wallpaper paste/the combat is the best part
4) TWEWY has problems with specific motions of the stylus
5) Many pins, but only a handful are useful together
6) Two screens, hard to play at the same time
7) The fashion system doesn't seem to do much
8) It's a "grind sandwich"
Response:
1) Simple: this is a linear story. There is dialog/question boxes/a few additional tasks to perform before doing the main ones. In all linear games, one wheels around a character, watches an event, gets info, and goes onto the next event (give me a main character with dialog in a game over a mute any day.)
2) How? Dialog and visual cutscenes in between exploration and combat modes? How should this go hand in hand?
3) Hold left or right shoulder buttons to fast forward the dialog. Combat is indeed the fun part of game play.
4) This is true, and through trial and error, not a bad thing. You can always "sub" pins so that holding left or right shoulder buttons allows for specific pins to be active/inactive in combat.
5) The same kinds of pins sometimes upgrade/one finds better versions of their type. Of course there are over 300 kinds; mix and match as you like.
6) True, but you can configure how you want to use the 2nd character/how difficult you want each battle to be. (Based on 4 levels of difficultly, and a slider which controls drop rate/HP, without punishing the player, and only rewarding them.)
7) False. The fashion system adds/subtracts/nullifies attack, defense, HP, Exp. gain, PP gain, knock back, special move bonus, and HP replenishment values. Each sector allows for 4 different +/- effects based on the fashion one wears.
8) It's a delicious grind sandwich. Some pins upgrade, you get 4 new item drops per enemy/difficulty level. But isn't any action game a grind? I don't put this on the same JRPG level as say a Persona title, although the visual and audio style is unique. I barely consider it an RPG. Exp. levels go up to 99 (the only stat that seems to effect is HP (I could be wrong.)) If it gets tiresome, turn it off; come back later, and you'll find the number of minutes off is equivalent to PP they gain. And why grind, when you can turn the difficulty down?