>>2100140 (OP)It's basically pretty good but it's got lots of flaws that keep it from being great.
The campaign structure sucks. Each region has its own story but doing the missions accomplishes nothing except change the location of a few NPCs. Other than that you're just doing the same shit over and over, just in a slightly different environment. This also cripples replayability since the game is already repetitive and making different choices doesn't change anything. The way combat works is kind of retarded. The enemy troops always move in a predefined order, while your own dudes can move in any order you want. This means that past the early game, the combat entirely comes down to countering each enemy before they ever get to make a move. Also when you start combat it's never just you on one side and the enemy on the other side, you always start out of formation with both you and the enemies scattered around the map. Character building is mostly braindead. If you want your crew to function well, you need to level Willpower to 15, then Movement to somewhere between 16 and 22 (you can go even higher but it's usually not necessary), then just dump everything into Crit. Every other stat is useless. There's one specific weapon where you want to build for 100% Strength since it gives you auto-crits, but other than that Crit is just the game's godstat no matter what your class or weapon is. The choice between level scaling or no level scaling is a bit misleading. They both have their pros and cons but regardless of which you chose, enemy parties will scale to the size of your party. Locking enemies per region only locks their levels, not their numbers. That means there's no advantage to creating a huge band of mercenaries. The difficulty for a group of 4 mercs is the same as it is for a band of 20 mercs, except that the 20-man version gets battles that take 5 times as long to finish. And creating a big band means you need lots more food, money and equipment to keep going.