Since Gog only allows a few hundred characters in a review, I decided to post the full text here:
Let me first say that the type of this game is not one I really prefer in an RPG, so that will colour my review. In the end I did have a fair bit of enjoyment from it, but I got tired of it during my second playthrough, while e.g. Divinity O.S. 2 I played 7 times through. Then again it is a lot cheaper than a full F-RPG, so that compensates.
Note that this is not really an RPG, in that the story is like a traveling on a fast train: you can sit left or right, front or back, but the story thunders on completely independent of your choices. They only affect the attitude of the characters towards you. (Which results in making the choices to keep your chosen characters happy rather than based on role-playing.) During the game the fantasy turns more and more into science fiction.
The levels are as linear as the story. Mostly there is exactly one path to follow, with here and there a short side path, and I think only one level where you can choose which section to do first.
And yes, there are side-quests, but you're really supposed to do all of them. When you leave the level, it shows how many goodies you've missed, how many quests you haven't completed, etc. and asks if you are sure to leave the level. (Even though you can later revisit it through town.)
You can customise the 7 characters in that you can vary the distribution of points of their attributes, choose 4 of their 8 special skills (magic / special attacks) and choose 1 of 2 paths for each skill. And choose 4 of the 7 characters for the combats. All of those choices can be revised before entering combat (unless you're surprised), with only attribute redistribution costing a few gems. Then there is the equipment, of which you find a lot, and where you can choose between many useful properties, and do quite a bit of customisation.
But once you enter combat, you can only vary the position of your characters, and when they use which of their 4 selected skills. There are no potions / scrolls / wands or anything else you can decide to use in a tight spot. In most fights the focus is mainly on not making mistakes during wave after wave of monsters, and keeping your team alive until the dead opponent count reaches 100%.
It also doesn't matter how you win the fight - all dead characters rise again automatically after combat, and of you fail you just choose retry to start over. And with the auto save there is not often a reason to manually save at all.
Combat is a very big part of this game, but there is also the exploration. The game uses a third-person isometric view with a fixed angle and orientation: you can zoom in or out, but not look more horizontally or vertically, and not even rotate the camera left or right, which I find unsuitable for a modern game. It does have the advantage that you don't get confused about your orientation, and the game was designed that you don't miss important things because they are not visible from the current viewpoint.
One other thing that I found lacking was a key to highlight things you can interact with. There are many things that you can interact with that look no different from things you can't, and gold is regularly only visible depending on the position of your characters. This results in constantly sweeping your mouse over the whole image to see if you missed anything.
- stable (as long as you don't have the 64-bit version of Nikon ViewNX2 installed)
- balanced choices for characters and equipment
- pretty good story, although with some gaps
- equipment variation and customisation
- good variation between levels
- no relevant story choices
- very linear maps - no free exploration
- non-rotating isometric view
- no 'highlight interactibles' option
- combat is more about not making mistakes than e.g. brilliant combo's