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It might help if you said what kind of things you like in turn-based tactical games (or if you've not played them). Maybe some games (XCOM, for example) and which parts you liked and didn't like about them.
But what I mean is that some people were complaining about some bugs back then and the stealth not being very efficient. Are some of these issues fixed?
I am also a long-time XCOM fan. This game has aspects of it, but is definitely not the same. In many ways, XCOM is a much bigger game: more missions, weapons, armor, items, soldiers, skills and "balls in the air". There is no base-building and research layer in this game as in XCOM. This is where the RPG aspect comes in. But closer to an action-RPG than a JRPG. I say that because there is no difference between the world of the "walking around exploring" and the "now I'm getting into a battle" mode. As soon as you start a fight, it switches from the 3rd person realtime view to a turn-based XCOM-ish view. It has the "two actions with some actions like shooting ending your turn" approach.
Most of the time, you will plan your attacks by looking scouting the area and finding all the patrolling enemies. You'll try to fight them all one at a time using your "silent" weapons (crossbow and pistol with silencer to start with) to take them out before they can even get a hit in on you. You make sure you are positioned correctly before ambushing them, as the hit %s here only go "no chance to hit", 25%, 50%, 75%, 100%, "out of range" and "no line of fire" depending on cover and geometry. Chance to hit is modified by range (the further you are away, the more of a range penalty you get based on the range of your weapon), cover and height difference. Critical hits are also a big part, with you boosting that % mostly by choosing certain skills, wearing certain equipment and attaching certain weapon mods. For example, one hat might give you +20% chance to crit when you shoot from while hidden (if you hide before you ambush, you stay hidden until you take a shot).
If you don't take the guy down in the first round, they will generally call over buddies from a large portion (sometimes all) of the map. There are no "pods" like in XCOM that you just find, destroy, repeat without worrying about the noise you are making. Sometimes it can be a bit silly because you can silently kill someone just outside his buddy's sigh radius and they never notice. But such is the way of these games that are not very realistic simulations.
So lots of stealth kills. Once you realize what you can do with it, I'd say 90% of your kills can be stealth kills. Which can be totally boring to some people. Personally, I found that I loved scoping out all the enemy patrols and taking them down one at a time. It's more of a puzzle than a battle.
Also, overwatch generally isn't as big of a thing, I'd say. And smoke grenades work more logically (they prevent people from shooting you with accuracy, but they also prevent YOU from shooting out of them because you can't see through the smoke either.) There are some other little things like that but this has gone on enough already.
Last thing in terms of gameplay I'll say are the mutations. As you kill enemies, you quickly "level up", which really just means you get points to spend on mutations. These are like the skills/perks you get in XCOM. Except it's not so much a choice between one skill or the other. You can spend your points however you like, but there are choke points where you have to get a certain mutation before you can get others. Also, just like you choose weapons and armor, you choose the specific mutations you want equipped as a kind of loadout. You don't get all mutations all the time. You choose one that is a passive (like the XCOM "half cover is full cover"), one that is a "minor" and one that is a "major". The last two aren't really all that different like the passive is. Basically, it means at most you will have two skills to choose from in battle. And these skills aren't on turn-based cooldowns like in XCOM. They require a certain number of kills to "unlock". In Hard mode, they always unlock after the battle is over. But in Very Hard mode (what the devs say is the intended mode, and what I would recommend an XCOM player choose), they only unlock after you get those kills. All kills are shared kills for unlocks and leveling, btw.
The worst bugs were on pre-Ryzen AMD chips (and older model) and consoles. They fixed most of the former but I hear there's still some minor issues. I'd say the console experience is still a problem for a lot of people and would avoid it for a while. But you're saying steam so PC, so that's why I ask about your CPU.
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Okay, I hope that was helpful and not just a whole wall of text.
And I don't use a ryzen cpu so I think I'm fine without those specific issues haha
There aren't any "branching paths" or "your decisions make a different" parts (well, there is ONE like that, but they kind of dropped the ball in one ending which makes it kind of feel that it ultimately didn't matter). But that's not different than a whole lot of RPGs. A lot of them give you the feeling that you're making a choice, but really the same thing was going to happen in the end. :D
They did say it was some combination of video, audio and CPU, so not every pre-Ryzen would be affected. But that was a big part of it.
If you're interested in didn't already know, you can skip the logos by deleting the movies. There's still a decent startup time, though.