Vibration can be added to things somewhat easily. Analogue movement also, though harder.
Anyway as above there are all sorts of things here that you get to contemplate.
The vast majority of text in games will use pointers or something functionally akin to them (some note of size anyway). This is to say somewhere usually before the text or in the same directory will be a list of all the locations where the text will be appearing.
One of the major exceptions though, and annoyance for hackers (and presumably those originally translating the game) is text in menus. This will often be fixed length instead (pick any RPG with short spell/weapon/item name syndrome and this will probably be the underlying cause). If you can deal within the limits of the fixed stuff then fantastic, you are even likely to be spared fun with pointers in that case.
If not then you get to edit the game, starting with understanding how it is stored, probably finding the code of it being read, maybe seeing if you can expand the read of that code, and probably also handling any issues with formatting and display (spreading outside a text box being the least of your concerns in this). If Square Enix of the PS1 era (this was even before Spirits Within flopped) presumably did not pay enough for their devs with nice full source code to expand things a bit then... yeah, though it can also have been laziness and many a competent hacker has expanded things beyond what the original translation crew saw fit to do.