The game isn't bad. Let's be clear about that, but it has some flaws that detract from it's fun factor (for me anyways).
The graphics are good - about what you'd expect for this genre of game.
There's a lot of story. It's not badly written, but it's not best seller material either - again, about average for the genre.
I do like that there are places where the plot diverges - I haven't put in enough time to see if it's just a case of B then A, instead of A then B, or if it's a permanent change to the game.
My main complains with the game have to do with the combat system .Since that's the main point of the game other than the story, I consider them pretty serious issues.
First, I'll explain the skill system. Each "skill tree" consists of 6 or 7 skills, each of which has 3 levels and some skills require other skills to unlock. Each character has 2 skill trees available. Every character has one of 3 basic class trees (mage, thief, warrior) and their own class tree of unique skills.
Some skills seem almost pointless. Others seem very counter intuitive.
Example of a pointless skill - from the basic class FIghter tree.
Power Strike (Lvl 1/2/3) - activate to do (15%/30%/45%) extra damage but lose (10%/20%/30%) speed for (3/4/5) turns.
So at level 1 it does 15% extra damage but you attack 10% slower for 3 turns. So each turn will take 1.1 'time' than normal.
The 3 attacks take 3.3 'time' to complete to do 3.45 'attacks worth' of damage. Sounds like a *small* bonus. But activating the skill takes about 0.33 'time' of an attack - so it's actually 3.63 'time' for 3.45 'attacks worth' of damage. In addition it costs you stamina to cast it. Also, if you use any of those turns to do something other than attack, you're just taking a slow turn with no benefits. These type of skills would have been much more useful if designed as single turn attacks with a smaller stamina cost.
A skill that seems counter-intuitive
The Archmage tree is basically 5 (6?) elemental types. Each skill is an AOE attack with a chance of a status effect (burn for fire, freeze for water, etc).
As you increase the level of the skill, you DECREASE the damage the attack does but you increase the chance of the status effect kicking in.
At level 1 - all the skills do 300% base damage and have a 10% or 30% (depends on the status) for the status to take effect.
At level 2 - it's 250% damage and 20 or 40%
At level 3 - it's 200% damage and 30 or 50%
Again, it's not that combat is awful, it's just many of the skills seem.. less useful than they could be.
Perhaps I wouldn't be so critical of the skill system had I never played Monster's Den and Monster's Den:Book of Dread - free games on Kongregate that use the same combat style but with much more interesting and varied skills.
The other problem is grinding. Each town has 3 grind battles available. As far as I can tell, each of these battles is always the same with zero variety in creatures (so fighting undead in the dark elf town means 3 skelly fighters, 2 skelly archers, 1 necro... never 3 archers or 2 necros and an archer.. never ANY variety.
I don't know that I find the story compelling enough to complete the game when the combat system is so.... static and repetitive compared to other games I've played with the combat system.