So I've played this for a while now, entered and left the third settlement, out of the desert into the mountains.
White Knight Chronicles has a lot of unexpected jank to it. The decision to not pause the game when the menu opens, even in single player is partly to blame, but some of the basics just seem unpolished. E.g. when you fight a big battle, level up, and spend a few minutes allocating your skill points and doing other management tasks -- more in a sec -- it can and will happen that the exact same beast you just fought spawns again, right on top of you. I thought a little radius check to prevent this was a well-understood technique. Apparently not.
The battles take place in the game world proper, no seams, no "battle screens". You enter combat mode by targetting an enemy and pressing X. That readies your weapon/shield, the combat HUD comes up, and your little ATB clock starts running. Your combat party members, who visibly follow you around while exploring, only enter combat mode after you made your first strike however. That means another 4~5 seconds until they take their first action.
If you're not in combat mode, but being attacked by a monster that went aggro for some reason, your party members will not defend themselves, nor you. They'll just stand there getting pummeled.
If you've run ahead, trying to avoid a fight, it can happen that one of your party members gets stuck running "through" a powerful enemy, because their pathfinding does not include circling around them. And then they die, of course.
You can only target things that are visible on screen AND in front of the character. You cannot target something you know is there unless the camera has properly framed it. It has already happened to me a few times that my entire party (automatically) left combat mode (swords sheathed, ATB progress lost) while enemies were still charging us, because those enemies were coming from behind my current camera view.
Speaking of targetting, the same mechanism that is used to activate combat mode when aimed on an enemy also can be used to check out chests, work on harvesting spots or inspect your party members. The latter isn't very useful because it replicates functionality found in the menu anyway. However, it creates ambiguities where you want to draw your blade, but because a party member stands in the way you land in the "inspect" menu which you have to back out of first, while the enemy already gnaws at your shins.
Combat is generally very slow. It funtions like a traditional ATB Final Fantasy on a basic level, i.e. you watch a [strike]bar[/strike] circle fill up, and then perform a single action from a menu. Enemies tend to take a lot of hits. There's not one enemy in the game I can one-shot yet, not even if I teleport back to the very first outdoor area, which was 17 levels and at least 3 equipment tiers ago. So fights do take some time. That makes all the small inefficencies an extra bit annoying.
WKC is also a huge managerial task. You get a full party of completely equivalent characters dumped in front of you. They all start with no skills learned, and the same weapon class (small swords). So it's not that you can break them out of their roles; they don't have any roles to begin with, despite some cut-scenes pretending otherwise.
You level up with combat experience, and then you gain skill points which you allocate into skill trees ordered by weapon class. There's also separate trees for divine and elemental magic (in addition to staves; magic can be cast regardless of equipment).
The big "wut" comes when you realize that your characters do not use any of these skills, unless you manually add them into what I'll call a skill palette. It's a fully editable menu of combat commands, 8x3 entries deep. You can (and probably have to) create combos, which chain together multiple attacks into a single entry. This is how you make battles go by faster, but it expends "action chips", which act as a slowly recharging super-move cooldown. And it's not just the controlled main character, it concerns the computer-controlled party members all the same. You have to regularly go spend skill points and rework the skill palettes for all your characters if you want them to do anything but "slash".
This is a huge amount of effort. You also basically start over every time you want to try out a new weapon class for one of your characters. Physical skills from one skill tree only work when a corresponding weapon is equipped.
Apropos "all your characters", I still have no idea who's supposed to be my main. I have my custom avatar and Leonard basically synched in all aspects now, because at certain points the game will force Leonard into your party, but all the sidequests are played with the custom avatar alone. So to get my style of play, use my favourite weapon on my main, and fill the other two slots with complementary roles, I made them interchangeable. You can go Leonard+Avatar+Support of course, and control the avatar. The game has two main characters, basically. I know they did it for the online mode, but it's weird nonetheless.
Another super-janky aspect is how the game discards the information you gain about enemies (resistances, weaknesses) immediately after battle. You always start at zero. Even after defeating dozens of them, even after using the "inspectables" to "figure them out", come the next fight, your AI comrades will again happily use fire magic on fire elementals.
This is particularly noticable in direct contrast to FF XIII, where the full log of enemy data is used not just for lore, but forms the basis to the automated skill selection of your party members.
To summarize, so far this feels to me like Level 5's take on FF XII. Out with the blazing fast action combat system (Rogue Galaxy) and in with editing and management and ... distance.
I wish it was faster. If only the "ATB" circle filled a little quicker, it would give the combat a proper pace. As it is, I feel detached, not in control, forced to wait a lot for things to get going.
Story is "save the princess", traditional fantasy, fair enough. Gave me a FF IX vibe for a while.
Very easy game, huge timesink nonetheless, and rough edges galore.
I don't really know how I feel about recommending this, but I'll keep playing. Maybe things will fall into place eventually.