No one is denying that it tried to do some new things, only whether or not it succeeded in doing so. Which, in most cases, it, sadly, did not.
Well, I thought you were suggesting that the developers hadn't identified and remedied/expanded upon shortcomings of PS:T. I think they did those things, but the cure/alternative was often worse than the original. That's not especially surprising to me because what you're describing as going awry with TTON is the ordinary, indeed banal, experience of my life. When people take something somewhat old and very good (but flawed, as everything in this world is) and try to make it new and better, they usually end up overshooting and screwing up what made the original work -- an easy example is Star Wars, but the constant reworking of nerd pop culture (Spider-Man's original story or Batman's voice and costume or Star Trek's latest iteration) provides plenty of fodder.
Removing the trash combat from PS:T is a good example of this -- lots and lots of thoughtful people viewed the combat in PS:T as something extraneous and tedious, but it turns out that it serves a variety of important roles:
- fun visuals;
- spacing out long, text-driven narrative sequences;
- giving the player very low-stakes interactions to relax between high-stakes encounters and seemingly high-stakes choices;
- stroking the player's ego;
- dramatizing key aspects of TNO (his power and his immortality) and other characters (IMO, a non-trivial part of Dak'kon's character is defined by the way he fights);
- demonstrating the power progression from leveling up.
Even if the Crises had worked as intended (the concept seemed amazing to me), I still think the lack of PS:T's "trash" combat would've caused significant collateral harm to the game.
The most baffling thing about it is that it was made by some of the same people who made PS:T
IMO, the team's connection to PS:T (Heine, a scripter, and McComb, a designer) is way more attenuated than its connection to MOTB (Kevin Saunders, project/design lead, and George Ziets, creative lead). Of course, that doesn't change the criticism, since MOTB is also amazing and TTON seems even farther from MOTB than PST in feel.
I think it's easy to underestimate what a big difference the Numenera ruleset may have had -- it just seems pretty ill-suited to a traditional cRPG because of its resistance to statistical complexity and its reliance on a live GM to make the thin stats interact interestingly with encounters. Some of stuff that gets the most grief in TTON flows from the Numenera ruleset (the effort system, the lack of character progression, the bland combat). PS:T had the advantage of working against a backdrop of a ruleset that (1) had helped frame what cRPGs are and (2) had for years been integrated into cRPGs in a fun way. Now, picking Numenera's ruleset was a choice, and choosers are responsible for the consequences, but to me at least it's pretty unsurprising in retrospect that a cRPG using Numenera rules would not feel the same (or as a good) as a cRPG using AD&D, particularly if the Numenera rules were used to make a cRPG
that played like an AD&D cRPG.
Anyway, this is now quite far from my initial point, which is simply that presumptively an isometric cRPG in 2018 will be worse, not better, than an acclaimed isometric cRPG from 1999.