Rogue Trader completed
Post Mortem:
They tried.
They tried to do something with the setting that was more than a space marine spouting fascist one liners while shooting anyone not a space marine.
They tried to show a setting that actually works, and how it doesn't.
They care about the setting - more so than Games Workshop and most fanboys do. People queuing in the bureaucracy being sleeping bags, not knowing how many days they'll be there.
The story both works and does not work.
In general, if your villain needs to monologue at the end and explain their plan, because Mr Bond the laser will kill you anyway, then your plot was contrived.
The game is split into a tutorial prologue and five chapters.
The prologue works. It sets up how you become the Rogue Trader, gives you the first three party members, and lets you explore the setting and system. The first alignment choice is good - the scene with the choice is crap - if a person materializes out if nothing in a fire, in a world where daemons are real, you don't chat with it. *Rolleyes*
Chapter 1 shows, as so often in rpgs, that it got a lot of attention. It is compact, has choices that make sense, with outcomes that are understandable. The outcome is over the top and slightly confusing, as two things happen at the same time - luckily the villain at the end of the game will monologue and explain The choices at the end all make sense (except possibly the heretical. I wouldn't know, I didn't make choices that would unlock it).
Chapter 2 starts OK and theoretically gives you freedom to explore. The Devs expect you though to play in a specific way. You go to Janus first. If you head off in the wrong direction as I had done in my first attempt, you do things out of order and break stuff. Is it important stuff? It depends. Do you want Yrliet and to do her personal quest? If you want to do her personal quest you do Janus first. Not because by delaying the visit time passes and you are too late, but because while exploring you will likely run into the personal quest encounters before having the quest, so once you do get it, the encounters are gone and it can't be progressed. In general chapter 2 works, but lacks a cohesive feeling. It has the BioWare Game middle problem: you need to do three things, in the order you choose, where each thing let's us tell a different story and use a different colour palette. This is always detrimental to cohesion.
Chapter 3 was created out of fan enthusiasm that Games Workshop gave the okay to use a specific location and explore it in a way it hadn't yet. I get it. You are allowed to do something cool. But why do the players need to suffer for it? And I actually like Harlequins! I understand what they tried to do. Part of it works. Part of it is terribly made. I replayed the complete chapter because I didn't manage to talk to an NPC - they were behind bars, I should have clicked between the bars, yet I always clicked the bars so always got the boring description and eventually decided "I probably can't talk to them yet".
Chapter 3 is where you find the most people online getting annoyed, looking for walkthroughs.
Chapter 4 throws you back into freedom. The difference to 2 is that theoretically you care a bit more. And if you are cynical like me, you may be positively surprised that there is more stuff to do than you expected after the experience of Chapter 3. They are working on the bugs. I only had one. The problem of this chapter is that it shows, Owlcat expects players to play in specific ways: full dedication to one alignment and always picking those choices when they come up. You are supposed to do three playthroughs and each with 100% dedication. If not, you suddenly realise you are locked out of gaining any alignment points halfway through the game, as you don't meet the requirements to make more alignment choices... On top of that, a number of companion quests complete in this chapter and I have ranted about that already. The conclusion of the chapter held some annoyance on a mechanical level for me (what do you mean you are saddened I never collaborated with you faction, when in every choice I have sided with you, simply did not trade enough to reach the final tier?)
Chapter 5 goes back to being linear. It is expectedly short and throws new stuff at you because plot twist. I understand the plot twist, saw it coming. But still, "and now for something completely different" should be left to Monty Python sketches, not for plot resolutions.
I feel the finale and certain possibilities are too over the top.
Verdict, the best look at the setting in a video game.
A lot of love and excitement by the Devs.
Direction completely pushed aside by said excitement.
No understanding what makes mechanics fun/unfun. An attempt to learn from their Pathfinder games, but not truly having learned the lesson.