This is a very unique game that combines two genres that personally I've never seen done before. It combines point and click style adventure games (like Monkey Island) and JRPG and maybe even a bit of western RPGs. Its style and voice acting is amazing and invokes thoughts of Persona 3 in its battle system.
Because of this, it is pretty mid in both genres and a bit awkward at times, but overall makes for a recommended playthrough, moreso if you're a fan of point and click adventure games than RPGs. It really is more like Monkey Island with RPG elements than the other way around.
The game's puzzles and 100%'ing the achievements in this game are trivial to straightforward. It's a fairly short game and doesn't waste much of your time, which is why it's also recommended.
The minigames get kind of old, even though they are fairly easy. There is also an accessibility option for them if you're having trouble. I wish they made the minigames more interesting, or at least made them all deductive ones like the hacking one. There are IMO weird places where there are realtime elements mixed in with what otherwise is a purely turn based game (e.g., composure panic).
The weakest part of this game is its RPG elements and battle system. It's not horrible, but feels like they wanted to do a lot there and didn't really get it right. The battles as you'll find other reviews mention can be a grind. You'll find that you cannot wing some of them and have to reload and prep. You basically have to always keep your party healed (so much healing). Battles are more difficult in the beginning due to limited skills/items and get more exploitable in the end game. This is pretty common for games. E.g., frag grenade items seem to become incredibly OP with Gavin's abilities in the late game.
Statuses/weakness/composure can mostly be ignored if you don't feel like diving into them. I pretty much just brute forced battle without much issue and didn't really bother to read status effects and weaknesses, which is why I think they tried to do a lot with this, but didn't work out. There are also way more abilities than you will need in the game. Some of them seem objectively better than others, or maybe I just didn't find the "correct/exploitable" use for the other ones. But then again there was no incentive/reason to do so.
Composure is kind of silly in general and doesn't really do much except when forced upon you by the final boss. Otherwise there are usually plentiful healing items or infinite healing by just passing turns to gain AP to keep everybody's HP and comp healed. I do find it funny how Frank can motivate/appease himself.
The AP system in the field is hit or miss. It's supposed to encourage you to plan, but you can just restore AP by ending your turn and maybe fighting an enemy that's generally pretty easy to kill anyways. The only time it might matter is when your party is split and you actually want to avoid fighting enemies. But it's also random/luck, so you can just save and reload. The same AP is used in the field and battle which also doesn't make much sense.
I think this game suffers in challenge and diminishes the point of the AP system and minigames by letting you save everywhere/anywhere and reloading without any consequences. I don't think this was designed right. It should have only let you save at certain checkpoints or something.
Storyline is mid, predictable. Lore is mid. Ending is sudden and a let down.
But overall, just give it a playthrough, it won't change your life, but helps kill some time.