Sharing collected thoughts that I've posted elsewhere, since I realized I've been writing a fair bit about this and may as well make a post of it:
For context, I just began chapter 5 and have completed a handful of story battles and a handful of tavern battles.
Anyway, I'm liking it a lot so far! It reminds me a fair bit of Vandal Hearts in some ways, which will always be my gold standard for SRPGs. Foremost is the fact that units have fixed roles and fixed promotion paths. There's still a bit of customization with the weapon-smithing, but this is not a game about character builds, this is a game about battlefield tactics.
It made a very strong first impression, when, in the very first battle, a Bandit Lord picked up a horse, twirled it over his head, and threw it over his shoulder.
That said, while that first battle happened surprisingly early, I didn't hit the second one until there was literally 3 hours on the game clock. So this is a very talky game! However, I am also me, so I suspect a normal person would get to it faster, but 1.5-2 hours is still a long wait! Also, shit in the story just recently hit the fan, so I suspect that the pace of battles may be about to speed up a bit.
Anyway, it is a very talky game. It throws a lot of nobles and kingdoms and history at you very fast. One feature that I love (perhaps based on demo feedback? I was on media blackout for this game until it released) is that you can press a button at any time during a cutscene to see a portrait of who is talking and a short blurb of what their deal is. Also, those portraits? Almost uniformly evil-looking. Like, at first, every time I met a new politician I was like "Ha, look at this sneering asshole; I guess we've found our evil vizier", but then 15 sneering viziers later I realized that every politician just looks like that. (All politicians are evil; can't find the lie.)
Is the story any good, though? Maybe! I like it, but it's still unclear what the story is, although I feel as if I'm going to find out soon. Much of the early game is establishing stuff, meeting a bunch of foreign dignitaries and having parties while you learn about the world and the people who live in it. I guess I can say that I've had few complaints about the narrative thus far, anyway. The only thing I didn't really care for is that the narrative stuff framing the magical decision-making macguffin feels very forced and out of place and I didn't really care for it.
One neat thing, though, is that it looks like each decision made with that macguffin is a formal story branch and there's an in-game chart summarizing those branches. It makes me think of 999, or Radiant Historia, although I don't know if there will be any mechanism to explore alternative branches here (my suspicion is not).
Also, the mechanics of some stuff surrounding those decisions is pretty opaque. Being able to influence your party members' votes seems pretty straight-forward, but it is entirely unclear to me how my previous decisions are shaping any of it. I love it when the game is like "Serenoa's resolve has hardened" or some-such even though it is often unclear what that means or why it has happened. I swear I got the message once while I was just wandering around town. Like, I hadn't clicked on anything or talked to anyone; I was just walking from point A to point B when it popped up.
As far as the actual battles go, Hard feels like a good sweet spot for now. (You can adjust the difficulty at any time, though, which is cool.) I typically lose 1-2 characters per battle, and it always feels tense. Also, the enemies are very good about not just rushing in, and the usual SRPG tactic of baiting out an attack by moving just inside their range typically does not work. Thus far, I have been able to field most or all of my units, but I get the feeling that it's heading towards a Fire Emblem model of giving me way more units than I can reasonably maintain and I'm not looking forward to it, if so. Also, you can do optional battles at the tavern, which concerns me, because I find that SRPGs that allow you to do that are typically not as tightly balanced.
One of my favourite things about the combat system are the "kudos" (I don't know what the name for this mechanic is in Japanese, but "kudos" to whoever made this inspired translation choice), which is essentially a "do cool shit" currency. Love the little hits of dopamine for playing the game good. Backstab? Kudos! Pincer attack? Kudos! Attack from higher elevation? Kudos! Backstab Pincer attack from higher elevation? Screen-full of kudos! You also get them for having multiple targets in your AoE, doing ranged attacks from spaces outside the enemies' counter-attack range, etc. And then you can trade them in for special powers, promotion items (according to the tutorial), and lore!
Anyway, in summary, this is a good triangle.