Yeah, all the in-game cutscenes are, obviously, inferior to FMVs. It's not the low-polyness of it that bothers me. But it's still not like they aren't "pre-recorded". These scenes are just as directed as anything else, so there's no reason why there should be a lack of orientation or continuity. At one point I walked up to a character on the Mi'ihen Highroad. Cutscene starts, Tidus approaches, Yuna walks up from the character's side and starts talking. Maybe it's me but it's just the constantly shifting camera angles and close-ups that really disorient me. Square were obviously trying to show off but... I think they went overboard.
Anyway, I've played a bunch more. Some details I really, really like:
-The ruins scattered throughout Spira. Spira is probably one of the series best settings conceptually. I always recall having thought this, but playing through again and seeing the city sunken into the Moonflow (which I forgot about) is really sobering and an amazing world-building touch.
-As immensely boring as I find the map design in this game, there's still something to be said for the aesthetic of running forward to the horizon at almost all times. Places like Mi'ihen, Mushroom Rock Road, and the Thunder Plains just have these really romantic vistas that really hammer home the notion that you're trying to get... er, home. I still am unimpressed by the linearity of the game's areas, but the thematic continuity is really nice. X's closest sibling, XIII, is a game about escaping from home rather than returning to it, so I wonder if it would have sat better with me in that game had you been able to see Eden or Pulse shrinking in the distance as you progressed.
-A negative detail: the enemy encounter rate is really getting to me. When I think back on X, one of the things I remember is fighting the same enemies over and over again. Well, that's more or less exactly what I'm doing. Almost everything up to Macalania Lake so far as been palette-swapped fliers, armoreds, nimbles, blobs, or spell-casting elements. They obviously had to balance the standard FF monster roster with the characteristics of X's role-heavy battle system, but I don't think they were able to cover enough ground. I've run into the same monster combos three and sometimes four times in a row in a single locale, often not even having to character swap in the battles. But worse is none of the battles 18 hours in feel all that different than from those at the outset of the game.