So they fixed the servers ~3h after launch so I get to play it for 2h or so. It's decent. Outside of graphics (I don't really care much about) it didn't hook me as something particularly good tough.
EDIT:
First and foremost the classless system is a gimmick-y. While there might be no classes, active abilities are hard tied to either melee, ranged or magic weapons. You can switch weapons and equipment, the stats are mostly ambiguous and you can respec any time (although I gained levels faster than money I'd need to do that...), but if you had a vision of spell casting sword fighter or the like - forget it. Similarly the passive tree, as uninspired as it might be in it's % gains, is also similarly divided into RGB (melee/ranged/magic) orbs, so while it's possible to pick any ones you like, melee weapon damage for instance just isn't really useful for archer or a mage. Effectively - yes you can divide your XP (the various types of it, since there are few) among the various classes weapon types, but why would you is beyond me - it doesn't really synergize, and requires equipment change at the very least, and I'd expect that later on being mediocre in 2 (or all 3) will make the game needlessly harder than just specializing in 1.
There are two 1H weapons that allow to be mixed with 1H melee - pistols (ranged obviously) & catalysts (magic) that allow to use two kinds of skills at once.
Animations are pretty slick, but the attack speeds seem rather slow. Swinging a greatsword takes quite some time, same goes for running - you can see the model swinging it's legs yet the movement looks as if it was cranked down to make the maps last longer (and no, I have the game running @60fps all the time). The maps themselves are rather small (but I've seen just 4 or 5) and from atrociously tunneled start (The first "city" is literally a single intersection...) they turn into more room-like spaces split up to smaller cells with impassable obstacles, with an occasional outgoing tunnel.
It's quite important to note that enemies have rather tiny hitboxes and require precise aiming (I even had a bug where a single enemy was untargettable at all and I had to kill it wit AOE...) . The AI also seems to struggle at times to line the enemies for attack so they just run off in semi random direction or stand in place as if dazed. Even despite their models often overlapping each other.
The main point of combat being enjoyable lies pretty much in a more arcade playstyle with dashes and dodge rolls, but again, early on everything is so slow and telegraphed it's hardly a challenge and no match even for regular TPP ARPGs like Nier or Dragon's Dogma. Dying enemies have a bit more feedback than in most H&S games - they get ragdolled or utterly destroyed that makes it look a lot less stiff than usual. Still, don't expect TPP ARPG levels of cutting limbs and what not.
The plot is just another "you are the chosen one" but I guess it fits the power fantasy of H&S. There are loads of cutscenes in two various types - the illustrator animated stills and the engine based ones, both looking rather mediocre. Given the basic plot, cringeworthy characters and lackluster voiceover they seemed like wasted resources, but I guess normies like those.
The sounds are pretty good and fit what's going on the screen, the music is also quite atmospheric, although not really memorable.
To sum it up, a good looking H&S with enjoyable combat given it's reasonable price, but if it was supposed to be a market changer, it sure as hell doesn't seem like it for me.