I've played through the campaign several times, trying different protagonists, tactics, squad composition, etc. to see if they made much of a difference. Yes and no. It's not a great or particularly polished game, but it's enjoyable for what it is; a fantasy army planning and grid-based combat tactics game. Similar to Shining Force but with customizable squads instead of individuals. I'd recommend it, but not for everyone. Good: • Many combinations of army units that are more or less effective against other types of units • Overall story isn't horrible • Strategy needed around positioning, how to move and support armies across the battlefield, etc • Steady progression as you find/earn/unlock unit types, specific heros, and unlock a passive skilltreet that efffects bonus' and special abilities • Not quite Deep, but not shallow Inventory/Relic system to mix/match buffs and bonuses • Satisfying battle animations • Decent replayability if you make a point to try different squad types and combos, which you can't easily do in a single playthrough Not so great: • 100% linear battle/scenario order only interupted by optional 'arenas' you can run for additional XP and items • The art style is very offputting in some cases, and the writing is cheesy at best. • The 'Talk' function to develop relations between combat scenarios is largely pointless and has no variability • Supremely grindy towards the end if you want to ever 'evolve' units or fully fill certain squads combos • Final battle is laughably easy, even on harder difficulties due to how certain ranged units work • Unit planning is constantly plagued by not enough 'Leadership' skill to add more unit types to a squad. Never feels satisfying, and even at the last fight there's a feeling that you could have done more. • UI can be a royal pain when you have a ton of items, units, and squads to managed in late-game • Many Quality-Of-Life issues with inventory management, graphicly disinguishable special leaders,