Art direction is generally a mess. The numbers and particle effects flashing around make it so hard to read what the hell's actually going on in some parts of this clip. Doesn't help that there's almost zero contrast between the enemies, player characters, and the whole damn environment in this clip. Just dark dark dark and desaturated, and doesn't dispel the notion from the trailers that that's this game's overarching art direction instead of just isolated areas. Which makes it especially odd that all the flashy particle effects do almost nothing in terms of dynamic environment lighting, making them feel really flat in practice. And the map itself is just lots of un-branching corridors leading to generic empty combat arenas, no puzzles, no real exploration or points of interest. Item pickups are just little sparks on the ground and seemingly auto-picked up while running by with just a flash of text. Just... bland...
From a gameplay design perspective the combat seems even more bland. Enemy AI seems deliberately handicapped to slow walk or stand in place so that the player almost never has to deal with more than one enemy at a time, which kind of defeats the whole purpose of the real-time action RPG artifice where juggling multiple plates is the point. I also feel like they've taken a step back with this Kingdom Hearts-lite kinda combat and the seemingly total abandonment of strategic gameplay. As far as I can tell it's just mash mash mash out combos with little regard for things like crowd control, status effects, enemy counterattacks, or positional tactics, the latter of which I would've figured would be the most interesting thing now that FF has ditched turn/menu-based combat entirely. Does he even use any items in combat?