timppu: I've seen this problem mainly with (some) RPGs where you may be kicking yourself in the head for making the wrong selections in the beginning. I've restarted some RPGs, some even many times, due to this, and never felt it is a good thing. Last one was Dungeon Siege and its expansion; I recall I also restarted Gothic for a similar reason (not sure if I remember wrong). Oh and Fallout Tactics, mainly because I didn't realize the importance of one certain perk, to get it early on, and what kind of characters can get it anyway.
I think many games, especially RPGs, need a FAQ called "Things I Wish I Had Known When I Started The Game". I've seen such for some games. (Come to think of it, this is mostly related to RPGs. I can't recall any action FPS or RTS games where I felt a need to restart a game due to wrong selections or anything... and I guess some old adventure games with dead-ends, like Space Quest 1 if you fail to take one item with you from the start location...).
Naturally, if you are fine with the idea of replaying those games through several times, then this doesn't matter. Also, it matters if you are a "power gamer" or fine with the idea that you are e.g. not playing an optimal character, like playing a magician with low intelligence/wisdom, or a fighter with low strength.

dtgreene: Personally, the problem is that many RPGs (and games that borrow their growth systems from RPGs) force the player to make too many irreversible choices when it comes to character development. I would say that many RPGs would be better with some tweaks:
* Make skill points easily re-allocatable. Alternatively, decouple skill points from leveling; have skill points be separate from XP, and don't include a mechanic that would make them harder to get later on.
* At character creation, limit the number of choices that need to be made; maybe have the character's class be the only irreversible choice the player has to make.
* Allow the player to create new characters mid-game, and to swap out those characters with older characters. This way, if the player doesn't like their choice of class, they can replace that character with a new one of a different class. Ideally, the old character should be available in case the player changes their mind.
* Alternatively, get rid of choices in character development entirely. The Metroidvania-style Castlevanias, for example, don't include such irreversible choices (although SotN has random stat growth which I consider to be a poor mechanic, and CotM has extra post-game modes where your stat growth is different).
Robette: This is not Baldurs Gate, you can make "evil" choices without ruining your game...
dtgreene: Out of curiosity, is a genocide run, in which you kill every single character except the main character, possible in this game? Is it feasible to do this, and is it still possible to beat the game afterwords?
darthspudius: The game is short, play it on easy to get a feel for it and don't worry about exploring too much to begin with. Getting that first mission out of the way will give you enough experience in and out of the game to get a good idea of what is to come. Enjoy.
dtgreene: Is it short enough to be beaten in a few hours just playing casually (not speedrunning; a speedrun can go under 5 minutes, but that's not going to happen unless somebody is already intimately familiar with the game)?