Beat this game a couple of months ago, so here's a long overdue mini-review:
+ The option to go turn-based is awesome. It does make the battles easier, but on the other hand it's closer to a true tabletop experience. This is probably the closest I've come to playing D&D/Pathfinder in a CRPG in a long time.
+ At one point in some dwarven ruins, I had my thief go forward and search for traps. I then moved her back to the rear of the party and prepare a bow, had my cleric buff the party, put the fighters up front, and tactically placed my arcane spellcasters before my strongest meat shield opened a large door. I didn't realize how much I missed CRPGs that allow you to do D&D style dungeon delving. You don't know what you'll miss until it's gone.
+ The outdoor exploration was pretty plentiful and at the same time you do have some time constraints, so there is a little bit of stress as you're unlikely to be able to fully explore every nook and cranny on your first go.
+ I really appreciate an arc with low and realistic stakes and the first few chapters really capture that. Even though you're eventual goal is trying to establish a kingdom and sit as its ruler, at first you are just trying to put some order to the chaos by making certain outposts of civilization safer from bandits and monsters. The political dynamics are also welcome later on, such as when you have a not so clear choice on what faction should be put in charge of a neighboring territory.
+ I'm going to go against popular opinion and give the game's companion system an overall positive score. Yes, most of the dialogue and quests were cringe. Yes, the companion quests are broken by either being too simple and quick, or by penalizing you for having your companions fail their own skill checks, even if you go out of your way to be helpful and complete their quest lines (Amiri, it's not my fault you decided to go along with a stupid plan, then fail your dialogue skill check). But I do feel the game would have been a lot emptier without them and their inputs to the story. Honestly, though, it might have been better if the game dropped the companions altogether and just fleshed out the citizens of the game instead or had an occasional seventh NPC join your party of 6 silent protagonists for some quests like the Gold Box games often did.
+ I spent a lot of time trying to optimize my party and figure out skills and feats during their level progression. It was a lot of fun, although I did fuck up in a moment of idiocy and had Tristian become a cleric/wizard/mystic theurge instead of a Charisma-focused cleric/sorcerer/mystic theurge or just leaving him a straight cleric. The game encourages you to experiment, while not protecting you from your own idiocy. Regongar went from a character hardly used to one of my end-game powerhouses as a Magus/Dragon Disciple.
+ I really did like my end-game level 19 Neutral Good gnome arcane sorcerer. I never finished the twins storyline though, so ended up with no queen.
+ So much to do! I'm old, but back in my day you took the meager dollars you could scrounge up and dumped it into a game you could play for months. There is a lot of hours you can sink into this and a lot of replayability. Fuck today's $70 games that you can finish in a weekend and lack any reason to go back to once completed. The Slavs have it right in that regard.
+ Good monster diversity, causing me to have to change my party configuration or approach. I was having a lot of trouble against a boss battle with a naga, and on the second try I started off well, but then couldn't seem to punch through her defenses. Just when I thought another reload was inevitable, Linzi got lucky with a Hold Monster spell and turned the tide of battle. Moments like this really shine and make you feel clever for trying something different.
- They totally botched kingdom management. I was already halfway through the game when I realized my kingdom was in an inescapable downward spiral despite how well the normal questing was going. And I honestly did try my best to put resources into my kingdom's mini-events. Left with a choice between using an editor or restarting the game from scratch when I still didn't really understand the management system (and was likely to make the same mistakes), I said fuck it and used an editor. I read online that several people rage quit the game over this.
- Some parts of the game lacked depth. The quests normally broke down to a handful of quick fights, so you rarely had to conserve spells. The game could have really used more dungeon delving, which I felt was when the game was at its best and most difficult.
- Some of the dialogue came across as preachy. Having a large cast of characters with diverse philosophies and ways of living is good world-building. Having them constantly hit you on the head with the writer's modern ideals feels instead like proselytizing.
tl;dr... good game, recommend.