Complete Impressions of the PC version:
[green]Combat:[/green] This is MMO combat done right in a single player game. Battles are very tactical, and require using a large and diverse skills to tackle the encounters. Excellent incorporation of crowd control, debuffs, buffs, character positioning, ability interrupts, etc. into even trash battles. If you are from a MMO background, all this should feel very familiar. I almost feel sorry for players who havent delved deeply into MMOs. The gambits are extremely useful, and dont suffer from that dumb decision in FFXII to trickle you gambits as you play the game. You have the full complement right off the bat. A well designed group of behaviors will allow your melee and archer classes to operate virtually independent of player control. This reduces the micromanagement workload in battles significantly and keeps it from becoming tedious. The tactical combat in this game is pure bliss, except for the shitty last battle.
Balance: Class balance is not good. Mages can buff, debuff, crowd control, dps, and aoe better than the other 2 classes. Rogues can open chests and probably have better single target dps; warriors can tank. Compared to mages, there is no point in having dual wielding warriors, two-handed warriors, or even melee rogues. Best party configuration, 3 mages and a sword & board or 2 mages, sword & board, and archer. For really difficult battles, try to play the game with 1 mage.
Itemization: Two words, piss poor. Characters will use the same pieces of equipment for 3/4ths of the game. There is no steady upgrade path. This game is very similar to MMOs in a lot of ways, but not in itemization. There are not enough rings, amulets, mage gear, medium armor sets, crossbows, or heavy armor sets. The only thing they focused on was massive armor. And it shows in the armor models too.
[green]Difficulty:[/green] In hindsight, I am changing my mind about the difficulty curve. While often times trash encounters are more difficult than bosses, it is because the game is brutally harsh on mistakes. It forces you to play very conservatively. It actually reminds me of how my guild in WoW, in the early days, approached molten core encounters. If you let that archer run away to maintain distance, it will agro a whole new group of enemies. You must manage all enemy mages, and tank effectively. There is no excuse for the dragon encounters though. They completely nullified the contribution melee characters can make. The game is also not well balanced in the early levels before you have all the necessary aoe and crowd control spells that let you control encounters. Throwing 5 melee and 7 archers at you before you have leveled up enough for crowd control spells is a little absurd.
Quests: Good and Bad. Side quests are very important and where you receive all your best items. That is a plus. Side quests also open up new areas to explore in a game that otherwise lacks real exploration. The main storyline quests I have problems with. I feel that this is at heart a linear game, but they give you a superficial choice of what order you do the quests in. Yet, the order you proceed doesnt change anything, so the choice is meaningless. But because they gave you that choice, it introduces all kinds of problems that could have been avoided by making it a straight linear game (itemization, difficulty curve to name a few.)
Exploration: Play Risen.
Story: It is generic high fantasy. Think Dragonlance novels. Contrary to Biowares claims, this is not dark high fantasy. It is just high fantasy. To DAs credit, the story is good enough to motivate you to progress to the next story event.
[green]Overall:[/green] See my comments on combat. The games blissful combat covers up all other flaws. Combine this combat system with Planescape: Torment or Mask of the Betrayer and you have the perfect game.
PS. What are the commands to change text color?