A Fantastic Indie Title that Stands Tall Next to Fire Emblem Favorites and Classics. (Just for reference I finished the game on Brutal Difficulty, and am a longtime Fire Emblem / SRPG player. Take my review with that in consideration). For SRPG Fans: 9 / 10 (Could easily reach 10/10 status for SRPG fans with just a little bit balance tuning and an update to finish obviously missing content like side objectives, support conversations, and SS tier weapons in the final few chapters). For non SRPG Fans: 8 / 10 (A deep and fulfilling tactical experience with a fun, fast-paced story, and interesting challenges to test your strategic mettle on in every chapter. Might be a little bit daunting for a first timer especially if they jump into the harder difficulties with no prior experience with similar titles). Stuff I Liked / Things That Could be Expanded Upon in the Future : Weapon Variety and Balance: Every weapon type felt like it filled its specific niche and I never felt like having a balanced party capable of using all weapon types was wasteful or inefficient. Overall Character "Build" System: Starting with personal skills, then going to class skills, item skills, weapon types, weapon skills, weapon upgrades, weapon refinements; the ability for the player to make wholly unique and interesting/powerful builds for characters here is incredible. Rat Effigy, skirmisher boots hero Marcus who would heroic charge into a hoard of enemies, somehow survive, and then just run away after backstabbing was just too cool. Difficulty level: Brutal mode was BRUTAL but never in any way felt constraining on my options in terms of weapon usage and class promotion paths. I was able to find multiple strong builds using a variety of different class skills / items / weapons / weapon modifiers. Side objectives and the need for speed in early and mid-game chapters especially upped the difficulty and necessity for sound strategy at a dangerously fast pace. To put it succinctly, the first 75 percent of the game made turtling an ineffective strategy and pushes players to the limit without going overboard. Overall great difficulty balance on brutal. Art: Both the 2d sprite work and the 3d animation, character models, and background / map art was incredible. Very easy to tell apart different classes and characters, and the battle animations were simple but effective at translating what each weapon was doing. Music was also surprisingly consistently great throughout the game. Lots of chill normal medieval / Fire Emblem-esque tracks and lots of exhilerating rock/metal tracks as well. Uniqueness: Those Who Rule is a truly novel and interesting take on the classic SRPG formula. Obviously inspired by Fire Emblem and Berwick Saga, Those Who Rule takes the structure of the combat system of the former and the hex based map system of the latter to make a SRPG formula with layers upon layers of consideration for effects and how certain mechanics interact with one another. Between personal skills, class skills, weapon types, a weight system to constrain how many different weapon type any one unit can carry, and the removal of high mobility classes which can take care of all of the "chores" on a level; Those Who Rule creates probably one of the most insane fast-paced SRPGS I've ever played. There are no warp staves, cavaliers, or wyvern riders to cheese your way through side objectvies on the map. The player has to use each turn and every resource they have to its maximum capability to finish everything there is to do in each chapter on Brutal difficulty (except for the last 5 or so lolol). Story (little bit of good little bit of bad here): Story was fast paced and fun. Rorick and his awesome one liners after every chapter near the endgame were great. Super classic revolution / reform type story played straight and well. Obviously missing some details here and there, and we definitely could have gone more into the history / culture of fern that allowed indentured servitude to thrive, but I can also accept it for the necessary conflict it is as well. Crawford's character and plans, and how and why Zoltan agreed to them also got quite muddled near the end. If Crawford's plan was to instigate a war and to have Zoltan take the iroquan throne, why would he then want to continue the invasion afterwards and continue killing iroquans? Why would Zoltan agree to any of this in the first place knowing Crawford would stab him in the back later? If Zoltan did not know of Crawford's desire to destroy Iroqua, why would Crawford bother working with Zoltan in the first place. Unless I'm misunderstanding something here, either Crawford or Zoltan is a huge idiot and super overcomplicating their own goals by including the other in their plans. Stuff I Disliked / Things that Could be Improved Upon in the Future : Class / Class Skill Balance: The balance here wasn't terrible, in fact, for the first class and first promotion, I felt balance was beautifully handled. However, as we hit the second promotion, and the power level of our units became higher and higher with more and more modifiers, the class balance of the game definitely took a toll. Commandos, Warlords, Assassins, and enlightened being the biggest offenders here. Class skills that allow for extra turns, ALOT of extra movement, or ALOT of extra damage (whether indirect like the commando or direct like the assassin) obviously hurt the balance of the game when other classes like tier 3 sniper get 1 extra damage for every ten hit over a hundred. Probably quite obvious and doesn't have to be said but if the game were more difficult than it already is the class balance would be a big problem. For right now however, I finished the game with a large variety of classes on my team and never felt like I had no options for beating levels with the classes I had chosen. Only Two SS Tier Weapons: c'mon now Those Who Rule dev...... you know ur wrong for this one LMAO. I spent SO long grinding weapon tiers for all types just to hit chapter nineteen and see no SS weapons before the final chapter BRUH. No Side Objectives For Last Few Chapters: Basically same complaint as before. Pretty obvious last few chapters are unfinished compared to the first 75 percent of the game. Really hope dev goes back and finishes it, would love to play a second playthrough with the game fully complete. Overall : A supremely deep, unique, and FUN strategy game that allows for a multitude of playstyles and builds on units even on the hardest difficulty. Last quarter of the game is definitely unfinished and could use some work, but the story is complete and the levels are challenging enough to be playable. Absolutely worth your money and time, and I am excited to see where this dev goes next.