A weird mix of Real Time Strategy, light turn-based strategy elements, 3rd person shooter and political management story driven game, Divinity: Dragon Commander excels at some parts of it. The talking about storytelling are excellent and you really want to know what's coming next, but the other parts of gameplay felt lacking for me.
I don't enjoy large scale RTS games. Starcraft is fine because the map is small enough and your unit count is manageable. D:DC has really big maps and you can zoom so far out that it all becomes a blur. The gameplay concepts are interesting; instead of having to mine for resources, you capture neutral buildings on the map to turn into factories or recruitment centers. The recruitment centers provide you with people that you then use to create units. The units available for you in each mission depends on research you've done. The first game I've played (on normal) I got obliterated and didn't understand why, so I switched it up to casual and I've enjoyed the game way more after that, even though the RTS part became a formality...
...because for the low price of 20 population, you can bring yourself into battle. A massive dragon, carried in the skies by a jetpack, breathing fire and mowing down everything. The dragon can equip many different skills (as usual, I prefer passive and buffs) and swoop down across the map, raining destruction on enemies. The dragon isn't invulnerable and if you wander into anti-air turrets, you'll probably go down, but it's an effective way to win fights, only problem is that while you're killing everything, the rest of your troops aren't easy to order around, I wish you could just hit space to pause the game and go back to the RTS view, give move-attack orders then come back to the shooting.
To setup fights, you move units around on a board. You can play cards that do various things such as increase the gold production of your countries or add units to fights. You can build a building on each country you own (buildings do things like give you more gold per turn, create cards or allow you to build units). Then you press the 'end turn' button and watch the enemy do the same. It's easy to understand and it almost could be it's own board game. If you get in two more fights on a given turn, the dragon can't lead the other fights, and it's a bit silly that I can win any fight that I play on casual (even if I have dramatically lower army count) but as soon as I have to leave it to dice rolls (you don't play or control fights you're not in) I lose instantly.
Between fights you walk around your starcraft 2-inspired battlecruiser-lookalike complete with map room, bar and engineering room. You talk to your generals and other ambassadors of the five non-human races (undeads, elves, dwarves, imps and lizards) and spend the research points you get each turn on units and dragon upgrades. The unit upgrade system is a bit perplexing because everything is more or less unlocked from the get-go. Even the dragon powers take very little time before you can buy everything, provided you have enough research points. Too much choice is akin to not having enough, it's confusing, I didn't buy much because I had no idea what to pick.
But the whole RTS/Strategy aspect of it is in the service of the story and the fun of making decisions for your empire. Tons of weird little problems will be brought before you with the five races making their case for it, your choice then will have some impact on your realm (Not implementing conscription, for instance, makes people love you more but makes you lose population for your armies) and you'll probably get attached to some race or another and mostly agree with their views. It helps a bit during the other phases of the game, but on it's own, that's a pretty fun and interesting thing. Especially since the subjects debated aren't that usual for videogames.
In a nutshell, I enjoyed my time with Divinity: Dragon Commander even if I scrapped the whole strategy aspect of it. Mindlessly blowing up everything with my dragon during fights and focusing much more on the story and decision-making side of it instead.