You're welcome :) There's a ridiculous amount of content, branching story, wide trees of upgrades + items to build character specs from, and a wide variety of monsters + encounter design through the first chapter + bit that I've played. The "storybook"/encounter setup is a spiral bound 480 full colour monster that's ridiculously high quality - there are often pages of story between encounters (audio + "sparknote" summaries are forthcoming). There's UV spotlighting on the map tiles
and tokens. A bunch of the secrets + twists in encounters are hidden from view in the manual (and map changes like additional tiles are in a
separate book) -
Yes, it's got very nice minis but that's not what the game is about, it's the quality of the mechanics + encounter design + production, for me. If a boardgame take on grid based tactical JPRG combat, infused with modern production values, with a
huge storyline + world sounds interesting, you should pay this attention. It won't be cheap, but production quality + depth is top notch.