I was determined to play the game as a hero, especially as the game itself suggested this path has more content but then the selection of the first power totally ruined this path for me.
Super strength vs. "Calmness inducement"? This basically equals cool power vs useless, lame, very situational power.
I understand that in that situation (breaking up the argument between some people) the peaceful route can be considered the more positive but why does "super strength" necessary mean villain?
I mean come on, using the superpower on the hero route consists the MC telling the guys to calm down. Sure they probably only listen to him because of his power, but this game already has flirt, joke and intelligence checks. Couldn't he have used a joke to defuse the situation? Did I really had to sacrifice a superpower for this?
Then I've checked the whole skill tree. Maybe it's a one time only thing. WRONG!
The whole hero half of the skill tree consists almost entirely of lame, useless situational powers while the villain side has not only super power but super speed, thermal resistance, weak point detection. All of these already on the first level of the villain route! None of these are really "evil powers". They can be used for evil certainly but if I want to I could think up situations for any of the heroic powers to be used that way.
I really hope the dev will think this over and balance out the two routes. I don't want the hero path consisting only of lucky "coincidences" where the MC-s otherwise crappy and useless power is just perfect to solve that exact situation. That kind of lucky chance can happen once or twice but after that it will get old very quickly.