Well, I've been playing this for about 21 hours now, which includes the first 6 or so of an aborted playthrough due to lost hints, and regretting the choice I mad at the end of Chapter 2.
This is quite a frustrating game, primarily because of how much I'm enjoying the setting and atmosphere, and for the fact that I rather admire some of the more daring gameplay decisions such as the NPC reactivity and C&C, especially with how they interact with levelling system on Hard difficulty. Unfortunately, most of its good qualities are hampered by some questionable design decisions, including its adherence to a strict autosave system in a sort of "IronMan Playthrough"-esque fashion. I understand the point of the save system, but I can't help but feel that it limits player experimentation and mainly serves to breed resentment among players who have either accidentally clicked through dialogue, or made an relatively minor mistake without thinking about it.
A great example of the former is the ability to permanently lose hints (barring the fortune teller) by clicking the incorrect option in dialogue, when the player's choice for what Reid says is limited to three six-word previews, which often barely reflect what is actually said. For the latter, I recently experienced my first unintended citizen death, and googlign revealed that it had occurred to many other players. When the player hits chapter 4 and gains access to the West End area, they will find a citizen in need of assistance, guarded by a rogue Vampire, who is Level 27 (at least on Hard). The final boss of Act 3 is Level 21, so I'd say it's safe to say most players would be around that level. I know I was. Having died to this Level 27 Vampire, I decided to go use my banked 4,500 EXP to go and level up, only to facepalm immediately upon making this decision - the citizen in distress had died as a result of letting a night pass. This was not an act of neglect on my part, but rather I was trying to actually engage with the game's content and was punished for it. This particular NPC is also important for a later side quest which I am now locked out of finishing.
So that's annoying, but if that were the only flaw with the game, I'd heartily recommend it and just warn players to be careful. Unfortunately, it suffers from many flaws, the primary one of which is that it's not REALLY an RPG in any meaningful sense of the word. John Reid is an established character with a particular set of thoughts and beliefs, and the player can very rarely (if at all) do anything to contradict what the developers had in mind. This creates some fantastic instances of ludonarrative dissonance, which I'll cover mainly using examples from characters in the Pembroke area. I'm sure anyone who has read about this game probably knows that the poz is frontloaded, with racemixing and gay couples presented to the player almost immediately if they follow any of the side quests. When presented with these facts, the player is given a three-pronged dialogue option. "Fantasic", you might think, "a chance to do some roleplaying~" but all three of these options are basically saying the exact same thing in a different order. All options amount to "I don't mind, but be careful, because the rest of society might not like it!!!" because John Reid has all of the sociopolitical opinions of a 21st century progressive liberal. Reid's opinion on these matters are of course undermined by the player's ability to eat these characters for a juicy EXP bonus, a decision which is never really expanded upon or requires any justification beyond vampires getting hungry.
If this were a game from a decade ago, it would probably have some moronic karma system akin to a Bioware game, Fable or Fallout 3, but at least this would provide some ability for the player to engage in roleplaying. A token "evil" option of disapproving of these characters' sexual proclivities, the ability to play Reid in a more aristocratic manner, contrasting with the default "good" options of his current progressive liberalism. Mass Effect did it - you always have to player Shepard, and Shepard is always a Lieutenant Commander of the Systems Alliance, but there's room there to play as a hot-headed hardass, xenophobic towards aliens (Renegade), a more gentle a cooperative soul (Paragon), or something in-between (people who didn't spec into Charm/Intimidate). I'm not asking for Reid to be David Duke or something, but it seems weird to present the player with fake choices in these situations that never amount to anything.
(As an aside, Reid also basically agrees with anythign and everything that the various communists, anarchists and trade unionists in the game say. Again, this isn't meant to be right-wing LARPing, but it actually DOES add more replayability and room for player expression if Reid is able to disagree or argue with these people, especially since he is a fucking surgeon from the West End, and the son of a BANKER.)
Furthermore, the game's "RPG mechanics" are completely focused on combat, and levelling up has no impact on the extremely frequent dialogue. This game is very dialogue-heavy, by the way. It's a bizarre choice, because it means that any and all build variation has next to no impact on the actual replay value of the game, simply influencing how difficult certain mob encounters and boss fights will be. The ability to embrace and kill NPCs is based entirely upon how far into the game you are, and your "Charm" options in dialogue will ALWAYS work on any NPC, no matter what. Even Skyrim has a Speech skill, for Christ's sake, which really shows how barebones the roleplay options in this game are.
It's weird. I like this game, I really do, but it's just frustrating. There's no real room for player expression in any significant way, and embracing certain NPCs invariably leads to better or more interesting content than others. It's the sort of game that would improve massively with a sequel and more fleshed out mechanics, but they're probably not going to do it. I really struggle to think of who I would recommend this game to. It's not actually an RPG, so it's no use recommending it to RPG fans. Maybe storyfags will like it, but even on Easy difficulty, I imagine there's way too much running around and dealing with trash mobs to make it interesting for those kinds of people. It's a pseudo open world, third person action game, with a heavy emphasis on choice and consequence, and NPC reactivity. Also it only has Autosaves, so you're fucked if you make a mistake and really, really don't like what happened. Play it if you think vampires are cool. That's it.