The path to this end to was supported by very mixed feelings. Kudos are due to the sound designers and the composer because soundscape and music were really atmospheric. These people wailing voices in the few dungeons that I have not found exceptionally closed - great! The second praise goes to the authors who have at least partially really thought beautiful stories with which the same old RPG backbone "Go to X and Y kill" was extremely well concealed. Just the basic history of the village of 1.5 in the swamps - great! The previously touted in the PR high number of quests can be explained only by the fact even that some broken down into small bites and these were then shown individually in the log, but good.
As for the landscape design, I'm torn. On the one hand: toll varied, both the cities (of whom there are, strictly speaking, only two are) and the regions. Nature is lush and green and bright, very classy - but this is limited to the creative part of the graphics and the technical does not include, for the leaves to be desired, at least on the PS3 left. The Rumgeflimmere particular leaves and blur I find naughty. I wanted a PRG and no Eitler-myopic-denied Eyeglass Simulator. But as far as the artistic part of the design: really big cinema!
On the other hand: even in the - as opposed to mendacious were promoting 60-sq km game world - but then outrageously few walk-card parts is much pure window dressing, as the entire eastern part of the island with the Swallows - what is the right of the Swallows is secluded and idyllic, but completely pointlessly. An expedition is not worthwhile.
Much was doing much on the nerves, for example, this tedious Segelei upwind. That something remains after testing the game, I can only ascribe a certain narcissism in his own idea, which apparently takes precedence over the self-critical question of what is fun and what is annoying. This also exists incidentally in the final battle from which no developer or tester could seriously suppose that it really has someone pleasure.
I also hypocritical to justify lack of quantity so that quantity is the opposite of quality and a quasi basically excludes the other. One of the main points in an RPG is the expedition, which among other things gives me the feeling that they do not have very much in front of me for me. In this respect Quantity plays a role very well, and the insinuation that this necessarily go to the expense of quality, I think is nonsense. Ironically, attempts of manufacturers, on the one hand declared as questionable quantification and quality to opposites, so then myself but to show off quantity by deceives in its PR work a gigantic large game world, which de facto does not exist and in the truest sense of the word has fallen into water.
Bottom line, it is especially hypocritical in many ways pre-PR, the me in spite of the strong points, the game has also (authors, composer, sound, graphic), to move, likely to take from this manufacturer products in future distance. In particular, this shoulder-shrugging "Anyone who thinks the PR, is your own fault" is for me in terms of corporate culture rather amateur theater and adjacent to the cynicism of a company that knows no boundaries when it comes to shame PR hype. In addition, these bananas tactics to throw immature products to market and to ripen the customer - no thanks. Use to me no Sometime times patch that fixes flaws after I long since lost the game.
Too bad I think that especially because RPGs without Hack 'n' Slay but are rather scarce on the PS3 and many of them wanted to much more, like with additional Egoperspektive. More sad when the few games of this type are then set in the sand.
Or into the water.