So what's the gameplay actually like in these games? There's a bunch of them for psp and I think most of them have English patches. I've heard they're decent games. At least one of them usually shows up in 'best psp RPG' type lists. They all look kind of the same to me though and I've never really seen a good description of the gameplay other than they're jrpgs with turn-based and I think grid-based combat. What kind of story and character progression do they have? Are they linear story driven type games with lots of cut scenes and dialog and shit or are they more exploratory and gameplay focused? Is there any kind of character ability customization type stuff or classes or set characters with predefined abilities? Will the anime shit become annoying if you don't really watch anime but don't actively hate it?
The games are very dialogue heavy and the stories are heavily character driven with an overarching story that builds up in each chapter until it becomes big enough to dominate the latter half of each game. The group dynamics are (usually) very strong and chapters generally have one of the party members as a focal point if you're interested in that kind of party interaction. One of the main charms of the game is the autistic attention to NPC characters in towns who'll change their dialogue constantly as you progress through each chapter, many of which will have their own little storylines you can check up on throughout the game. They're completely optional if you don't want to bother, but they're very charming and many people set up their own little patrol routes to check in on their favorite NPCs. There's also a lot of hidden quests you can find by exploring and talking to NPC's after regular story beats.
The combat is turn based and the first 5 games have combat take place on a grid; the grids are small and are mainly used for identifying the range of AOE attacks than positioning, though positioning does become more important as you progress. The turn system being AT based gives you opportunities to manipulate the turn order through status effects, speed values, and other unique mechanics if you want to snipe turn bonuses or just prevent the enemy from attacking.
For character customization the best comparison I can think of is that it's similar to FFVII's materia system. Each character has a piece of equipment called an orbment that you fit quartz (elemental gemstones) into. Each character has a unique orbment that will help determine what they exceed at based on how many lines they have and how many quartz belong to each line. For example, here is one of the protagonists orbments.

This orbment has two lines (yellow line has three slots, blue line has two slots). Each piece of quartz has an elemental value, and that characters spells are determined by the total elemental value on a single given line. For example, the spell 'teara' (a medium healing spell) requires you to have x4 water element on a single line. If you slot in a water quartz like HP 3 which gives x5 water element, you'll get access to both teara as well as the spell 'blue impact' (an offensive water spell). Many spells will have more complex requirements, the aoe version of teara (la teara) has a requirement of x5 water and x2 space, and fitting everything onto one line will be tricky. Elemental values are not shared between lines, but the center quartz is unique in that it contributes its elemental values to both lines.
There's a lot of ways to experiment with this system, as the same set of quartz can give you an entirely different set of spells depending on where you place them. Having a longer line also gives the character more EP (this games magic points), but makes them more expensive to upgrade. Each orbment being unique will help shape what roles they can fulfill. A character like Agate who has three different lines isn't going to be much of a spell caster since he has less room to meet spell requirements and less EP since his lines are very short, for him he's using his orbment more as a statstick and unlocking his slots are cheap, meanwhile a character like Olivier whos orbment only has one line makes for an excellent mage since his spell list will innately be huge and he'll have a lot of EP to bolster, but it'll be more expensive to unlock his slots. Characters also have their own unique moves called crafts that use a different resource, which is something to consider when you build your orbments, as a bad offensive caster can still bring value as a support caster while doing good damage with their crafts, or an offensive caster being able to outsource utility like buffs and healing from their crafts instead of their spells.
The anime tropes become a bit overbearing in the Coldsteel games and onwards if you couldn't tell by reading the thread, but the first five games are all very good, and if you make it to that point you'll probably have enough sunk cost fallacy to make it to the end like the rest of us since these games are very long and both the characters and stories all exist in the same world and build off each other with each game. The worldbuilding is very rich and we're at the point where each game has an in-game library for you to brush up on terms, organizations, in-world politics and significant events that happened in the worlds history as well as major conflicts from past games. If you like cutscenes and reading character driven dialog, you will probably get a lot out of this series and the world it has to offer. If you're looking for something more gameplay focused, then this series probably isn't for you.
