This is one of those games where I'd rather have a "meh" option than a straight "Yes" or "No" option.
Aarklash is pretty, and it runs just fine for as much as I've played it. However, its claims of "Tactical combat at its best!" seem to ring a little hollow, and I find the game to not offer enough tactical choices to really make any one battle different from another.
You have extremely limited options for customization, here. You get four abilities to each character, with that character basically pre-defined by these abilities and some passives. The "skill tree" is really just an upgrade tree for the skills each character has to have. Each skill splits into two different branches, where they basically do something like one branch inflicts silence, and another does blindness. Your only real choice is in which four of the eight characters you take. The game trailer says something about "skills working together", but basically, all I see is bog-standard tank, DPS, heals, and control. The game basically plays like a stripped-down version of a MMO's or DotA's combat, but with pausing, rather than the more tactical combat in Dragon Age. In fact, there's an achievement for specifically NOT pausing, which makes me wonder why they advertised it as a pausable real-time like Baldur's Gate when it lacks the depth of such a game, and encourages you not to pause? Smells slightly of false advertising.
Skills are also either extremely expensive, or have extremely long cooldown times, so you basically only get to use them once per normal fight, and maybe 2-3 times in a boss fight... if they're useful at all, since several of them are rather situationally useful. You recover full everything after a fight, anyway, so you might as well just throw the skills out there just because it's use it or lose it, but there isn't any real feel of that being tactically challenging. Even playing hard mode, I didn't feel like I needed to do much but let my guys throw punches at whatever they target first, and just slap off all my skills one by one. When you level up, your choice is mostly around which skill to pump up, but since you basically only get to use them one per fight, it's really more about just trying to pump enough points into a skill to either reduce its cooldown or mitigate it's situationalism so it's actually useful. You can make one skill fully upgraded early, while leaving others the basic level, and one useful skill you can kind of use frequently can generally be better than a bunch of useless skills, but it's really dicey, and doesn't feel very rewarding as a gameplay mechanic.
Boss fights are "more challenging", but I found the trick to them was generally more to just give them the Benny Hill/Yakkity Sax treatment, and just run circles around them while the rest of my party killed the minions, and while my skills cooldown timed out, rather than having to find some sort of interesting combo of skills that doesn't seem to exist.
You fight two swordsmen. Then you fight a swordsman and an archer. Then you fight a swordsman and TWO archers. Then you fight two swordsmen and a mage that casts easily-dodged magic bolts. All the while you get maybe a powerup that gives you a slightly different move every 12th fight. Basically, every fight is exactly the same except for the boss fights, and then I tended to rely more upon giving them the Yakkity Sax than any more clever strategy.
I also can't recommend this game for its story or characters. Dialogue with the first four characters basically goes like this:
Dog-headed cleric woman: "Grr! I want to kill them all!"
Golem tanker woman: "Heehee! Killing people is fun!"
Leader mage woman with a stupid hat: "Shut up, all of you! Listen to what I say! Now I say kill them all!"
Goblin assassin guy with a giant rat on his head: "Wait, you mean the joke-character looking assassin has to be the reasonable one who knows what he's doing in this group? Oh well, at least I know how to read a map and tell you it's contents. Why'd the jester wannabe get to be the leader?"
To quote Dorothy Jones Heydt, "I don't care what happens to these people." The NPCs basically all exist just to go, "Rawr! We are on the other side from you guys, so let's fight!" (And the PCs respond by talking about how much they enjoy killing...)
It's not tactically challenging, and it's not enjoyable to read or watch. It's not awful by any stretch, and there are obviously people who liked it. Maybe it improves if you slog through for another 6 hours, but I can't really say I enjoyed it.