This is one of these "choices matter" game, where what matters more is the sequence of events you choose to go through, with some "choices" mattering in the sense that it's almost always going to be the most obtuse and seemingly innocuous choice that is going to give you a positive or negative outcome. So if you want to go through the game by recruiting all possible companions, you'll have to look through a guide. For example, a possible companion will die if you decide to follow the main road for your main objective, without doing an obtuse sequence of events beforehand, in some distant caves spread out around the "open world." This sucks, since the game clearly tells you to follow that road, especially since the enemy difficulty doesn't scale up enough for you to think that you need to come back later. This also sucks since you're never going to meet that character again. You are punished by getting even less story content than the game has, simply for not looking at a guide. "Choices matter" games are fine,when you get the same amount of events for each route. "Choices matter" games are fine when you actually make choices instead of letting a dice roll and pray to God you're on the right way. Another example is that you can miss a boss (that is required to complete certain endings), if you don't speak in the right sequence of events to 3 random knights scattered across the world (again, that's just a dice roll without a guide). Another one is if you decide to leave a "boss" alone after he's being friendly to you and gives you an object. I didn't kill him at first, since I was worried I'd end up sinning by attacking him first (there is some really stupid ways to accumulate them, but it's not like they matter one bit since you can just pay to have them removed). I went back after looking at a guide, but if I hadn't, a companion I only spoke to once would've ended being killed by a completely unrelated character.
I personally stopped playing after getting frustrated at the 13 hours mark, right before the end, when I realised I was missing one companion, because, hours earlier, I accepted her body as a reward for helping her, after she gave me the choice between her body or some souls (I should've declined both, I didn't even think about it, since I simply thought this would be an inconsequential choice). Another way to lose that companion is by telling her daughter to go talk to her to mend things (bad idea, what you're supposed to do is tell her to ignore her, without the game giving you any kind of hint that this might be the logical choice). You can also lose another companion by being "nice" to her by forgiving her.
So what you then end up doing, is save right before every single interaction (with no way of knowing which ones are the important ones), and either try them all out or look up a guide to see their consequences.
Problem being, like I said, these "choices" are innocuous and seem completely inconsequential in the grand scheme of things. There are no moral dilemmas. It's like having your best friend die (well... more like a stranger who could have become your best friend) because you wanted to eat a hamburger instead of a soup.
This game, also, barely has any story. It's all about the "lore". The only story presented to you are personal ones through characters' quests. Every character has a quest of some sort, that you can complete in a grand total of five minutes (most of these being spent in battle), for a few text boxes of reading and one H-scene. This game being famous for the "rape button", it's important to note that by raping these characters, they are completely removed from the story altogether.
So the best way to experience this game is by being "nice", so you can summon these characters in battle instead of just sending them to your sex dungeon, but you can't recruit (or even meet) most of them without going through some very specific events, or choosing very specific dialogue options.
What you end up doing for 95% of the game is roaming around, backtracking and fighting. The only thing that separates this game from other RPG Maker games is the rape button and the high amount of endings to a game otherwise completely devoid of story. It's a game with a singular path, but with different endings. What determines your ending is how much content you miss along the way.