Well, I finally gotten through the demo of Triangle Strategy and the dialogue is bland enough to make my eyes glaze over, except for that one guy who got drunk and passed out while he was reciting his delusions of grandeur.
As long as you aren't retarded enough to get surrounded, you'll be fine.
You know, I really couldn't put my finger on why that game was putting me to sleep, but that could be it.
So much fucking dialog and all of it has this generic "D&D player role playing poorly" feel to it.
I might still buy it one day just because I loved the aesthetic FFT had so much and PTS seems to at least attempt to recapture that, but I might just end up mashing through the dialog when I do play it. FFT told an amazing story mostly through actions, and while it did have dialog-heavy segments, the story often moved along with barely a word spoken. I don't need characters to deliver a Shakespearian soliloquy explaining what they're doing every time they do something. That's a common bad writing mistake.
I haven't completed the game, it doesn't have as strong pacing as Chrono Trigger or even Final Fantasy games of the time so I kinda fell off it, but I still consider it one of the absolute best JRPGs despite that.
Being able to bypass battles will mitigate some of the pacing issues and probably bump it up from top 20 JRPG material to top 10.
Chrono Cross was a great game ruined by feature creep. It was clear the devs had more time and money than they knew what to do with so they spent it cramming eleven thousand bullshit "characters" into the game. The result was that halfway through the game they just started picking a random character in your party to deliver each line. Nobody has any personality any more, they're just vessels to be spoken through by the narrator.
Earlier in the game they did a decent job having characters at least deliver the lines in their own unique way, like Korcha putting a "CHA" in there or whatever, but even then it means they have to write ten lines that both all follow the same line and are followed
by the same line. As such, none of them really ever say anything important and the rest of the game often simply talks past them as if they weren't even there. It's impossible to have a coherent conversation between two NPCs when one of them could be one of ten or twenty different characters all saying something slightly different. So you either get generic dialog that renders the characters devoid of personality or you get character-specific dialog that doesn't have any bearing on anything and in each case is just a slight variation of "gee whiz what a plot point". Neither are good.
If they had just stuck to six or seven characters like in CT, it'd probably be the single best PSX RPG there is.