Got this as a gift, and have only looked a little way (rescued first captive in cave) as I intend to play it as an online coop with a friend. But so far I'm not as enthusiastic as many here, and I'm somewhat disgusted at the bugs. Camera is a PITA, zooming in when there's scenery; being unable to see what's going on is bad form. A couple of times my characters been frozen to the spot or to a linear path for a moment. My healing spell has stopped working sometimes, where I try to fire it and it just doesn't activate (not in village). There are others I've forgotten. And that's after 1.01. Pity gamers who don't update their games over the internet this generation!
Combat's more involved than typical for these games, but 9 skills in total for each character is very weak and means little variety. The fighter seems exceptionally dull. The need to change stances and ergo weapons to activate certain skills also makes gameplay quite complex. eg. Switch to ranged stance to shoot, then to other stance to use spell, then back again to use second spell, then back again to use close attack. Add in blocking and it can all get a bit muddled. I can appreciate they wanted to make the game more involved than just button mashing, which is necessary for this genre, but I think they went way too far in the other direction. The stats are also a tad confusing. DPS is an excellent metric, but I don't see anywhere a base damage for spells/skills. How come my lighting bolt does 100 damage when Attack DPS is like 30 and Ability DPs is like 20? Is that because it takes 2 seconds to cast? I suppose that makes sense, and is a rather brutal analysis of how spells in these games work. Have a DPS coefficient used for all skills, with skills either consolidating into a big blast or spreading out the damage. Some stats are just a mystery though. What does a 10 in Chaos:Ice mean? 10% chance to activate? 10 out of some unknown probability to activate? Ten damage a second when it does activate? Are we supposed to be looking all this up online, as seems the norm these days. If so, certainly on PS3 and PC, add a link in game to jump to a website! Or just stick the website on disk.
Edit: Oh, and perhaps the worst aspect, is no checkpoint saves! You have to save manually, and as you may get caught unawares with a difficult encounter (camera splurges in a tight environment so you can't see squat) and there's no emergency instant-heal, you never know when you'll get killed, so you have to think about using a save point every time you come across one or risk losing a load of play. How did that idea ever get through QA and testing?!
There are some good ideas here, but it feels rough and well shy of BDGA. This gen I've now played Untold Legends, Sacred 2, Dungeon Hunter Alliance, Deathspank, Torchlight (on PC), and DSIII, and none of them can hold a candle to the PS2 games. DnD: Daggerdale reportedly isn't any better. Even visually, DSIII and the like haven't got such things as dynamic shadow-casting lights and dynamic water! They add HD and some nice shaders over Snowblind's PS2 games, but don't advance anything else, such that a ten year old PS2 game can be more technically impressive. Given SB themselves aren't making one of these dungeon crawlers, I guess the genre is in the doldrums.