Yeah, the 'not quite steampunk' prominence of factories, pollution, guilds that look a bit like ruthless corporations (the Godsmen), urban decay interpretation of a fantasy setting seems partially inspired by FF7 and Chrono Trigger as well. Obviously there are other, possibly greater, influences and MCA probably shared influences with the creators of those games, but it's a setting that was far more common in Japanese pop art/games/comics. There's plenty of Western counter examples, but they were usually aimed at slightly more niche, or older, audiences at the upper end of mid brow, compared to the popularity of such settings in Japan, where especially 1970-1990s they had a lot of cultural pride in taking bits of Western traditions/tech and doing things totally unexpected with them.
At a broader level, you could also include the idea that computer games can aim for an emotional effect upon the player. PS:T wasn't the first decently written computer game (and the JRPGs that inspired it are often a little cringe-worthy in their attempts at emotional impact), but usually 'good writing' would fall into one of three categories - (1) humour, generally of the slapstick variety, (2) interesting at a more cerebral level (e.g. 'A mind forever wandering' - not saying that such games were any more intelligent, just that they're aiming more for a 'that's interesting' effect than an emotional one), or (3) thematic. FO is a good example of the 3rd one - superficially similar writing style to PS:T, but it's always aimed at creating a stylish Mad Max feel, and often relies on not giving the decisions any real emotional weight, so that potentially horrific scenarios can be fun or even humorous.
And yeah, those high-level spell animations. Even at the time I fucking hated those. Cool the first time you cast them, but such a fucking drag on the combat pacing after that. And whilst this certainly isn't the worst aspect of the animations, what makes them particularly unforgivable for me is that they actually run counter to immersion. Normally, when playing a crpg, I can ignore the fact that a spell that summons a meteor to hit the planet doesn't result in mass extinctions/floods/carnage outside of a 2 square metre target zone. When a spell summons an extra-planar cannon to fire at the enemy, I don't usually find myself thinking about who loaded and prepped the cannon, or why someone doesn't use a spell to go fetch that damn thing (or just reverse-engineer it) and use it for more than one shot. But the animations play those spells out in the most literal damn interpretation of the spell description, to the point where you're summoning and firing weapons of mass destruction at single, human-sized, targets, from a range somewhere outside the fucking solar system.
Even if that wasn't the case, they'd still be annoying. But holding up combat every time I want to cast a high level spell, and then having the opposite effect of what the developer's flimsy justification is based upon, makes me far less forgiving than if it was just a matter of having different priorities to the developer.