So I've managed to complete the game (not 100%, but that's what chapter select is for after you beat it - and let's face it, most of the side quests are nothing to write home about). And for the record, I've never really played the original, so this is from a newbie perspective with no nostalgia factor/comparisons whatsoever.
The story had tropes aplenty, overtly melodramatic and/or corny dialogue, antagonists that would make comic book villains go "guys, perhaps you should tone it down a little" and so on. And yet I don't think any of that matters, sometimes you just have to turn off the critical part of your brain and enjoy the ride. And a very enjoyable ride it is. Who cares if the resolution to a life-threatening situation comes out of the blue, if there's an awesome cutscene to show it. Overall I really liked the story, even with some pacing issues, and am eager to see where it's going (and please don't spoil it for me).
As for the presentation, yowza. The game can look absolutely stunning at times. Playing on a Pro with an SSD, I didn't have asset streaming issues that much - perhaps I just wasn't paying attention, but only on few occasions did I really notice it, and beyond that the performance was rock-solid. The environmental art can be amazing, and whatever drugs the artists are taking to come up with some of those monster designs, I want some too. This is accompanied by a phenomenal soundtrack. There are some weaker tracks of course, but the soundtrack knows when to be subtle and when to go all in. Some of the boss battles are such an audiovisual assault on the senses (in a good way) that my jaw was firmly glued to the floor from start to finish. Contrary to my usual habits, I ended up playing the game with English audio, and the voicework was fine. Some standouts (either positively or negatively) and the antagonists are be prone to overacting (that's fitting for the overall tone though).
But yes, there is one major flaw with the presentation, and that is the facial models/animation and lip sync of the lesser NPCs (and when it comes to lip sync, at times also with major cutscenes). It's completely understandable that less attention is given to them, and also a very common issue with RPGs so normally I wouldn't even complain about it. Just that in an otherwise so beautiful game it really sticks out and that's something that I'd definitely like to see improved in the next game.
As for the gameplay, I guess the largest change is the battle system. And I think it works for the most part, and is a major improvement over FFXV (hated the combat in that), but it's still not perfect. I know basic attacks are mostly meant to fill up your ATB gauge, but some more depth would be appreciated. Now it becomes easily too button-mashy and I agree with
Karak
that a dedicated jump button would make sense. Also while having a lock-on system is quite essential, it of course doesn't mean the camera can always keep up (and the camera can be a bit janky in general). But if you adjust the camera with the right stick - whoops, you've just changed the lock-on target. How about changing characters with D-pad up/down and changing the lock-on target with left/right? But still in general the combat can be very enjoyable and I like the over-the-top animations that accompany it (there are some nice touches, for example if Tifa is already in air when you use Divekick, she will seamlessly proceed to that move instead of first landing and jumping back up).
Using "Materia" for skills/stat bonuses worked fine for me, and not being able to get high-level orbs but having to keep using them to upgrade them made figuring the loadout of my team more interesting. At least what is on offer here is much better than a convoluted skill tree, and I like that there are also some quirkly Materia.
I LOLed at the pedometer Also very much appreciated is the ability to assign SP automatically for weapons: there are times where I want to be really OCD about upgrades, but most of the time I'm satisfied with the game taking care of such mundane tasks. The UI (in general, not just related to Materia and upgrades) is a bit more fiddly than it needs to be, but then again, I really can't name a single JRPG with a great UI.
I do have one larger issue with the gameplay though. The game occasionally breaks the core gameplay loop, which is fine by me, having something different to do even for a bit can be refreshing. But the controls for those mini activities can be absolutely awful.
especially looking at you fixing a water pump - also using those robot arms was just a bore, not helped by the fact that they move soooo slowly I get what the designers were going for and the intention is good, but the execution is passable at best.
Finally, there's the issue of game length and value for money. I got to the end in 30-something hours (the in-game clock says 40h, but I did take several longer breaks with the game menu open and the clock keeps ticking then, so that's not accurate) and I doubt that even if you wanted to do a 100% completionist run you'd clock in at much over 40 hours. While that is certainly on the short side for JRPGs, personally I'm fine with it. For the majority of the 30+ hours I spent with the game I was solidly entertained, I'll take that any day over 100+ hours with most of them having me question my life choices leading up to that moment. I do understand the criticism of making this "episodic", but as stated, I have no nostalgic ties to the original. For me, it was a solid first entry into a series of games, the ending was satisfying enough to justify a "cutoff point" for a next game, and I'm very content with my purchase.
(now to check out the Japanese voicework - I guess it's time for another, perhaps more complete, run)