I'm around 17 hours into Rogue Galaxy. Reached Vedan, previously having unlocked the factory mini-game. The game is a mix of good and bad, just like FFXII. It's fun to play but lacking in many areas.
Where as the FFXII story was at times incomprehensible and never pulled me in, with me eventually not even caring, Rogue Galaxy doesn't even have a proper story. All it has is a collection of cliches and cartoony characters. It started with Star Wars (desert planet, orphan gets sword), then used the 'crashing on a land full of primitive people' card, followed by the next area being hi-tech and the planet I just reached is a copy of American mafia films, it being full of old fashioned gangsters. It has nothing of its own; nothing to make it special in its own right.
The poor excuse for a story has also had an effect on how I feel about the game world. Like FFXII (yet again), the towns are huge, but I never feel like talking to any of the NPCs. None of them have anything of interest to say, and even if they did I wouldn't care when there isn't really a story connecting the dots. Where as older RPGs had tiny towns and managed to make me care about the game worlds, Rogue Galaxy only has size on its side.
The characters are rather poor, too. They all have unique appearances but very little underneath. The cast each play a specific role, be it betraying or just joining after some planet related drama, and that's it. Instead of developing a few, the developers opted to throw in something like nine playable characters for no good reason. The worst thing is that the characters are all pretty much the same in battle, each having a short, continuous attack and slower long-range attack.
Another negative is the battle system. The lock-on system failed, often leaving me targeting enemies far away and leaving me unable to use the d-pad quick enough to target the enemy I wanted to. I had to turn it off. And, despite the damage dealt by monsters, the small price of AP recovery potions, together with the huge amount of status recovering save points and each character having an instant kill (AOE) ability make the game too easy. Right now I don't mind so much, but I can only handle so many tedious five hour dungeons.
The game does also have a fair few going points. The game defines a mixed bag, having a lot of both good and bad. Even though most of the time the game looks as shimmery as PS2 games tend to be, some of the cut-scenes look amazing. The one near the start where Jastor runs from a small army of gigantic worms looked so good it could pass for HD - it looked very detailed and the shimmering was hidden. It was at least CG movie worthy. Another plus is the fusion system, which allows you to put two weapons together and create a stronger weapon - it's simple, fast and rewarding. I'm also fond of the item creation system, which involves you putting together parts (tubes, specific machinery for certain items, etc) in Dark Cloud style, the goal being to have all the items needed to make a new item meet at the exact same time.
...It's just too bad a lot of the good was ruined by a poor excuse for a story and only basic characterization. A lot of RPGs that could've been top tier have been let down by their stories not being strong enough, and Rogue Galaxy has to be added to that list. Instead of being great, it's only a fun game, and that isn't good when it was edited a lot before its US release. But, as the saying goes, you can't polish a turd, and the end result of the Rogue Galaxy fixes is a game that's far from perfect.