This is a game that was made to target a very specific audience, cast adrift in a genre that has mostly devolved into Mass Effect clones that lack mechanical depth, and it absolutely succeeds at the cost of its broader appeal. If you are thinking about getting this game and just getting into the genre, it is probably because you played Baldur's Gate 3. That game is fantastic in its own right - certainly not a mass effect clone, don't get me wrong - but it is not like this game. They do not scratch the same itch which haunts the kind of people this game was explicitly made for, and if you are wanting another Baldur's Gate 3 to play, you will be disappointed. It does not even try to be a cinematic experience like a Mass Effect, that feels like an action movie at times, because it was made by a small team who knew they had better things to do, and that was to create something with a lot of mechanical depth that you can play for hundreds of hours and still be discovering new things about. If you are reading reviews to try to get a feeling for this game, you will probably come across complaints about the difficulty, which are simultaneously fair and misguided. In this game, there is no outplaying a fight, as most people want the ability to have in a game. Instead, every encounter is about preparation and is then a raw stat check; either you have the numbers to win or you do not and there is not a lot of wiggle room for you to work with after that calculus. The skill expression in the game is understanding the systems and knowing what you have to do to get your characters the higher numbers (primarily to armor class and attack bonus) you need to win, something that you are not going to suddenly develop in the middle of a tough fight. Great example: it is really easy to miss that the second cleric the game gives you has an infinite-use ability to buff a member of the party with extra attack and defense, inherent to his subclass, that remains extremely useful for the entire game, but comes at the cost of him being less tanky than the first cleric. The game does not explain this to you. You have to notice it. The ability is buried in the abilities tab above the action bar and you could absolutely miss it if you do not look for it. Another: your only wizard is handed to you with a level in rogue that you cannot get rid of even by respeccing her, which feels frustratingly pointless and like a handicap until you realize that you can sneak attack enemies for extra damage with touch spells (which check against touch ac, which is a much lower stat on most enemies) such as the basic cantrips if the target is engaged by two other party members, turning her into an exceptionally consistent damage dealer if you put her down the Arcane Trickster class that is in the game explicitly to support her. Tough enemies with such a high armor class that they are untouchable to your primary damage dealers can be cracked with a sneak attack wizard. That is why the game gives you one, but without telling you how useful she is. There are so many niche things like that to discover, little quirks of the system that suddenly make so many things seem more useful, that you can combine together if you are willing to look for them. IF YOU TAKE NOTHING ELSE FROM THIS (capitalized to catch the eye of anyone scrolling through) UNDERSTAND THAT, for all intents and purposes, this is a puzzle game, and if you look up the answer to a puzzle game, it is going to be a lot less rewarding of an experience. If you find yourself worried because that feels daunting, you should, for the love of God, just turn down the difficulty until it is at an appropriate level for your knowledge. Don't look up a guide. So much of the fun of this game is evolving your own understanding and improving your characters on your own because you start to figure things out for yourself, naturally, as you are playing and passively exploring. Don't read what every single class and subclass does in the character creation screen. You don't need to. Pick whatever sounds fun, then look for ways to improve it and make it stronger through whatever creative method you come up with. Be willing to touch the difficulty settings if they are getting in the way of you having fun, because, eventually, as you get better, you are going to be bumping them up, not down, to see how far your party can get. Respec characters often, if only to try something new with them; to see what you can come up with. And you don't even have to dip like the guides will tell you. Jubilost can be a bomb-throwing damage dealer or a transmuting tank all within the alchemist class. Linzi can excel at crowd control or dealing damage all within bard. Swap your party around every once in a while. You will find that the ones you initially wrote off are a lot more useful and interesting than you initially believed, and it is fun to try to find a way to make them work within a composition. The game is plenty long enough for you to try new things within a campaign for the sake of trying them with no consequence because you can always swap back or respec again. That is a lot of the fun of this game. Tooling your builds. Coming up with ideas for new ones. That is the unique experience it was meant to provide that is almost impossible to find in any other game to this degree of depth, where it is so important to success or failure. Think about it like this: if you have played Dark Souls, and you have thought about starting up a new play through, it is very common to plan what kind of build you are going to have before you start. Only after that do you begin a new game, then you go about trying to get your planned build online and to make it as strong as possible, aware that it is going to take time to get everything perfect like you want. It is the same in this game, except instead of only having one character, you have an entire party to work with in a much more complex system over a campaign that could end up taking a hundred hours. It is very hard to find an experience like that anywhere else. Story-wise, I like it. I don't know who you are or how difficult you are to please. You don't know who I am and have no basis for my taste if I said something as useless as, "it was good/bad." If you asked me about something I ate, and all I told you was that it tasted bad, what would you actually know about the food, other than that I, a stranger, do not like it? Is it spicy? Bland? What if I like spicy food and you don't? What if a story I consider hectic and convoluted is thought-provoking to you? Do you see what I mean? I will say this game's writing is very cute at times, and very serious at others without ever becoming oppressively dark. In a side quest, you end up in a group riddle competition and one of the competitors is a kobold with no friends, who had to bring frogs as his companions in order to compete, who just really wants to be a dragon. I squealed like a child with delight when, at the end of the competition, he gets whisked away to be made one by the demigod who put on the contest because they liked him too. Not too long later, you have to decide whether to let a pregnant woman bear her monster child blessed by an evil demon god, while she is begging you to let it happen, which is a moral conundrum that could really interest you if you let yourself be immersed like I did. My advice? Don't rush the game. Relax. It is a marathon that is simply too long to be beaten in only a handful of sessions, and if you try you are going to exhaust yourself. Then you will almost certainly hate the writing and probably the gameplay, because every story moment that could be interesting and enjoyable in its own right is instead a waste of time. The game can be a much more casual experience than its seemingly-hardcore exterior would make you believe, if you only let yourself relax while playing it.