Maybe I have no business sticking my nose in here. I never played the mentioned game, nor will I ever play it until an emulator for the Plas Station 3 comes out (or they make a PC release). But, I like to discuss CRPG definitions. As I posted in
another thread, My own definition of what an CRPG is is:
Alex said:
"Games where the central gameplay gravitates around creating and playing a role"
Now, let me try to explain this. Through whatever means, the game should allow you to create a role for yourself (or roles, if it is a party rpg). Many games do this through numeric systems, where, for example, you might set your character's initial attributes and develop them throughout the rest of the game (frequently by "leveling"). But, as I argued in the other thread, it is also possible to create your roles through other means, through your decisions or whatever. Torment is a good example of this, I think. While your attributes (like intelligence and wisdom) play a part in that game, the most important part of creating a role for The Nameless One in that game is how you decide to interact with the rest of the world. Whether you mourn Ravel's passing, or only Mebbeth's, or neither, whether you decide to kill Trias, whether you give up reuniting with your mortality, sitting on the Silent King's throne instead, the game allows you to create different types of characters, different roles, and play them out. Fallout, sometimes at least, let you determine your role not by crunching numbers, but by paying attention to your environment and perceiving hidden opportunities.
Speaking of roles, that is kind of a key point for what an RPG is. I mean, the type of role you build in a game like one of the Gold Box RPGs or on a Roguelike like Crawl is pretty different from one you would build in Planescape: Torment. Let's say that "role" means the place of a character in some kind of "narration", where "narration" could mean many things. In PS:T, it is a normal, conventional story. The game has a story going on, and it gives you various opportunities to build TNO's place in it. What kind of person he is, how he relates to his comrades, all those things can be defined by the player, and the game will play out differently depending on that.
In Pool of Radiance, on the other hand, the story that is being told is pretty much set. But that is ok, that is not the narration that we are interested in. Instead the narration is about these "action sequences", where the protagonists battle the enemies, or where they explore some aspect of the world, such as going to a tavern and getting in a fight. The static story is just a backdrop. Instead, we are interested in the narrative of the warrior who, when almost dead, manages to slay the remaining ten orcs and survive. Or the narrative of how the mage smartly acquires a fireball spell and uses it to win an otherwise impossible battle.
The final part of the definition, the playing a role, requires that the game reacts in some way to the role you have built. Fallout is an example of a game that does this well, I think. The many different skills impact the narration of the game in different ways. The quest to save Tandi from the raiders is a classic example of this, with different choices of how you build your character allowing for various different ways to save her. A lucky character can be mistaken for the ghost of the previous leader of the band, a character with good speech skill can convince the leader to give up without a real price, a sneaky bastard can plant a bomb behind him, etc.
So, what I want to get to is that it isn't this or that mechanic that makes a game an rpg (at least if you agree with my definition). The point of an RPG, to me, is to let you influence the game's main narrative by playing a role. If it does this by allowing you to explore a deep, complex world, by building intricate characters that have many different combat options that lead to different strategies, but still keep the abstract numbers close enough to something imaginable that the system helps you come up with a narrative, or however, it doesn't matter. What matters is if the resulting narrative is good and feels "yours". That, to me, is the "kind of fun" that determine what an RPG is.
So, getting back to the game at hand, I think the question that should be asked is how much the game is about it, how much the game is about you determining a narrative through the role you build.