Cross does look very good, I can agree to that, but there are things that bother me severely besides the story, mostly how the gameplay is designed in a way where just smashing circle will win you any battle because Serge is ridiculously strong and mandatory. The element system is very interesting but outside THOSE TWO GUYS (you know who) and the final boss, you are never compelled to use it because the fights are so easy that it's just faster to have Serge cut everything to size. If you choose Glenn over Razzli (and if you choose Razzli you have to get Korcha) the game becomes even easier. And despite the huge roster of characters most of the times it's just more efficient to use Serge, Glenn and Kid/Fargo for stealing (if you want a 100% run).
Even if you go out of your way to use your favorite characters or try to use elements it just becomes slower but not harder. There's almost no reason to use the League of Extraordinary Accents. This game SCREAMS to have something like Lufia II's Ancient Cave where you can get some thrills with those mechanics. The fixed level system really works against it.
There's potential in there, but it feels like most of the mechanics shy away from using it.
Also, despite the music being great, the battles and boss battles reuse the same theme 99% of the time, which gets tiring fast. And the regular boss battle theme happens to be the worst track in all of the game (DU-DU! DUDUDUDU-DU-DU! pirori pirori pirori~ DU-DU! DUDUDUDU-DU-DU!)
But the worst part is the freaking dwarfs trying to give you the eco-friendly message about how humans are destroying the environment and whatnot...despite humans not even being industrialized in all of El Nido (except for those guys outside of time) and they say that while committing genocide against the fairies with heavy smog-spewing machinery and tanks. Like give me a break... Every human settlement in El Nido is comfy nature-friendly villages and you are giving me the talk while riding a freaking tank.
The thing I like most about the PS1 era of JRPGs is that a lot of them were highly experimental. Trigger is sort of the most-polished culmination of a style developed across 8-bit and 16-bit jrpgs. Games like Cross, FF8, the SaGa Frontier games, even Legend of Mana are where Square really started to experiment, and I'm glad they did.
Cross is mechanically a mess. My least favorite part is how you must equip eleventy billion elements, it's tedious as heck, and it sort of discourages you from trying other characters because even bulk-switching elements doesn't work well due to slot and native element differences.
It was also very slow by contemporary standards. That 10 second camera wag before every fight gave them time to load assets etc., but it is very frustrating to watch every time.
I still think the atmosphere shines brightly enough to surmount these issues. It's not just that the game is beautiful, it's that the vibe is completely unique to this day, imo. FF7 also had that undertone of menace and "something's not quite right here", but there was always at least one obvious threat. In Cross, it's hard to ever put your finger on what has really gone wrong for most of the game, but you can feel in your bones that something creepy is going on. The juxtaposition between that and some of the most beautifully poignant art and music on the PS1 just hit the spot for me.