Mixed. If released twenty years ago, FFD might have occupied the same hallowed headspace as the Squaresoft masterpieces of the mid 90s—all the ingredients look to be here in more-or-less the right quantities, and no one would balk at the $29 price for a full console RPG. Today, though, you have a decent iOS RPG with above-average graphics, sound, combat, and character customization, but the cookie-cutter character archetypes and job system—beloved and well-designed as they are—do not justify the headline-making price tag.
+ Everything you love about Square's "golden years" are here—super-deformed characters, emotional twists, moogles, airships, tough bosses, crystals, menu-based combat, equipment, accessories, summons, etc.
+ Pretty sprite-based character visuals and animations, great spell effects
+ Good touch controls with a short learning curve
+ We've seen it before, but the job system is pretty great
- Everything you hate about Square's "golden years" are here—goofy translations, the same old moody characters, random battles, an evil empire, epic but often nonsensical plot, etc.
- Poor pacing with little character development
- A possible lack of value for the price when compared to other good iOS titles
You could argue that Square Enix is trying something courageous with Final Fantasy Dimensions (FFD). You could argue that, alongside the veritable firehose of tens of thousands of freemium iOS games, they have brought a complete, high-quality RPG to the platform and that they are paving the way for other triple-A titles to charge the appropriate amount for the experience. You could argue their goal was to take a strong step towards your i-device becoming the gaming system you reach for even when you're at home and capable of playing on a console.
I don't think that was their goal.