Roland Banks is easy to like, maybe especially for new players. He looks great in his trenchcoat and fedora, he's has a beefy 4 Fight and a decent 3 in Knowledge and Willpower. Add his cool Roland's .38 Special to his ability to pick up clues when he kills something and you have someone who can really make a difference. After all, the whole game centers around picking up clues while killing off distractions and Roland can do both at the same time! He's versatile and thus fun to play; qualities too easily overlooked when designing hyper-optimized power-decks.
The real problem with Roland is that he can dish it out, but he can't really take it. He has the lowest Sanity of any investigator released so far, and his weakness card really preys on this. Roland also needs to kill stuff to use his special ability, so you have to put him in harms' way to get the most out of him. Several people have pointed out that this combination makes Roland one of the more difficult investigator to play in a campaign and I can only agree.
That's the short of it. Now for the longer analysis:
Statistics:
4 Fight is good. Fight is an easy stat to increase - most weapons do so as part of their function, so you'll easily reach 5, 6 or even 7. That makes him really good at killing stuff, which again makes it easy to activate his clue gathering special.
3 Willpower and 3 Knowledge is decent, really. You will need to use skill cards on the more critical tests, but 3 is a good start. It should be enough for Easy and Normal difficulty campaigns, especially since you want to include plenty of skill cards.
2 Agility is bad, but why evade when you can fight? There's quite a few Agility skill tests in the encounter decks, but they do stamina damage in most cases. And Roland has 9 Stamina! That's an insane amount of stamina, so no worries there.
But what he has in brawns he really lack in brains. 5 Sanity is the lowest of any investigator so far, so you really, REALLY have to nurse his head. There's several Treachery cards that inflicts multiple Horror if failed, so a single Tentacle autofail token can reduce him to a whimpering wreck.
The Roland's .38 Special is a decent weapon even if you're in a location with no clues. If there's clues around you almost can't miss with the +3 Fight benefit. It does +1 damage, so you can take out almost all lesser enemies with a single attack. You will need a few backup weapons, but as a Guardian you have the pick of the litter. The machete is great, and you can buy actual Lightning Guns when you earn some Xp.
Rolands weakness is really in character with his FBI theme; Cover Up. Basically, he has to cover up his (FBIs?) tracks by doing 3 successful investigations to complete it. If he can't do so before the game ends, he loses 1 sanity for the rest of the campaign. When you (and you will!) draw Cover Up late in a game, you can easily find yourself with few clue tokens within reach. In a worst case scenario you wont even enough clues left.
I might sound overly worried here, but remember that the each cycle has (at least) 8 adventures in them. Losing a single point of Sanity makes it so much easier to lose the next, and the next, and so on. No other investigator has a weakness so potentially debilitating as Roland Banks. I'm not saying you can't play around it, but you need to plan for it. Roland is probably the only investigator who should try to draw his weakness early on, just to get it over with.
(Note that the FAQ states: "Any investigator at the same location as Roland Banks with Cover Up in his threat area may trigger the to discard clues from Cover Up". That helps a little!)
You still want to play a half-crazed FBI agent? Good for you! Roland is a challenge, but a fun one. First you'll need to mitigate his mental problems by including plenty of Willpower and ? skill cards. Unexpected Courage and Guts are almost mandatory. Inquiring Mind is good too. You might want to take up smoking, since Smoking Pipe lets you trade stamina for sanity. "If it bleeds..." is also really good, both for you and for your friends. Dodge is also a lifesafer - it lets you avoid an attack; a common source of Horror, and it has a Willpower token when used as a skill card. Allies are nice dump-offs for Horror, especially if you eventually invest in Charisma. Elder Sign Amulets are bulletproof vests for your mind, so you might want to consider one early.
I'm not gonna go heavily into deck building in this review, but DadouXIII has a great write up
here.
All in all - Roland can be frustrating to play at times, but I personally prefer him over Zoey Samaras, even if Zoey is far deadlier. He's always useful and his Guardian/Seeker combo gives him a lot of options for spending Xp in campaigns. And last but not least - Roland's nightmarish descent into insanity will give your campaign that extra little edge. :)