Unicorn Overlord
I'm echoing a lot of the reactions I saw when this came out by saying I really wish it was about something more interesting. If your game raises the question of what Ogre Battle might look like in the 2020s, I will show up to see the answer. But the story is bog-standard fantasy stuff, kings arguing over each other's magical resumes and so on. We really have to do this divine right thing again? Not to mention that I don't feel especially charitable toward autocrats at this moment in history, which makes it harder for me to accept the fiction as such. The first Ogre Battle had some small fraction of the amount of text Unicorn Overlord does, and often it wasn't clear how your choices would influence the ending of the game or even the current mission, but one thing I'll grant it is that you weren't the deposed royal with special blood, you were that guy's general, killing your way toward a world with no space reserved in it for people like you.
It's not that I think every story delivery mechanism is a bad one. Each of the map regions you visit has its subplot tying the local missions together, and the missions themselves often represent their own little tertiary plots. This structure supports quite a large cast of named NPCs with at least a nominal amount of personality and things going on. You end up with ten parties of five characters each, and if you want, you can fill these parties with non-generic characters and still have characters left over. You'll probably find someone you like somewhere among the cast.
Favorites established, you can then mess around with the relationship system. The way this cuts across the A plot is kind of weird and funny.
Minor spoilers
I don't engage much with optional romance in games that don't heavily focus on it. Maybe I'll pair the main character with someone at the last minute just to see what happens, though often what happens is three awkward sentences of love confession that don't feel earned and are never mentioned again. So imagine my surprise and delight upon learning that the main quest requires you to marry the main guy off to somebody. You're given a few resources for accomplishing this before the endgame (and relationships with a few of the characters are basically free, if you want to settle), but the thing that made the most sense to me at the time was sticking Alain in a party with all his spouse candidates so that love might bloom on the battlefield. There's some harem-y dialogue that hangs the lampshade over this, and while that's its own set of largely heterocentric tropes you may find annoying, it at least feels honest. And those are some of the few scenes during which characters talk about Alain as something other than a humanoid macguffin.
Well, but all that aside, I do find the game part of the game pretty engaging. I picked the second-highest difficulty, and this is probably the way to go if you like a strategy experience that demands some thought and planning but not absolute precision. Ogre Battle is the main point of reference, but the character classes are more Fire Emblem-like with their clearly defined hard counters, so you're always trying to strike a balance between specialized units vs. groupings of characters who make up for each other's weaknesses. Later on the potential for weird item builds and the AI customization system factor into the math (like, for real--the priority order of one character's moves can flip the outcome of a fight). And considering the mission time limits, what you want is a plan for always moving forward. I was prepared not to like the timer, but the way it encourages you to keep all your resources moving around won me over.
The overworld is a good way of making you think at all about the spaces on the map between missions, which TRPGs don't always pull off. You can imagine a more involved version of this, something more HoMM or King's Bounty-like. But I guess that's my opinion of Unicorn Overlord as a whole. It's visually impressive and easy to recommend to someone looking for interesting mechanical stuff in this genre, and I can only respect Vanillaware's willingness to try new things rather than make Odin Sphere 7 or whatever. But among all the ideas they shoved into this hundred-hour thing, a few of them feel a little like afterthoughts. Which I mean, maybe that's the inevitable fate of all hundred-hour things.