The powers that you gain can have application outside of combat, which isn't something most RPGs can claim. The first game has a typical JRPG go leave your small town to save the world but if you play the second game they mess with that formula some.
Some of the bad guys are former friends from your town, I think they do a good job of making you invested in the quest. Some of the characters are generic (fire based guy is brash and loud!) and the main character doesn't speak, but can make various head motions at certain points. The history and setting of the world kind of makes up for some poor characters.
The Djinn are sort of like Pokemon, you can look around to try and find all the Djinn for everyone. Technically you can change characters Djinn around which would give them different powers, but I never really saw a good reason to give a character half of one type and half of another.
The dungeons (especially the lighthouses) have some good puzzle elements, they aren't completely easy to solve but they also aren't brutally tough, but it gives you something to do when advancing through the story beyond reaching the next floor in a dungeon.
The combat isn't too complicated, you only have 4 party members and each has pretty rigid role, unless you change around the Djinn. You pick your actions for your whole team and watch them play out, I think a speed stat maybe determines who goes when. My biggest complaint is if you target 1 enemy with 3 attacks and the first attack kills the enemy, the other two characters will just defend instead of attacking someone else.
Overall I think the game is pretty great, but playing the sequel is pretty much a must because they end the game on a cliffhanger. It clearly has caught your eye, despite your reservations of most JRPGs, so I say give it a try, you may be pleasantly surprised.
A shame that the 3rd game in the series wasn't very good...
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