Finished the game somewhere about a month ago (as a sorc, also tried to do a warrior run, but got too bored almost before the end of act III), but decided to wait for a while before leaving any kind of impressions here. Just to be calm and more objective. All in all, I liked the game, but I'm not as overhyped about it as the rest of the codex - honestly, in terms of "zealotry" (for the lack of a better word) people here aren't much different from the fans of (let's troll a bit) bethesda, bioware or ea, it's just that the focus of their obsession is different and the obsession itself remains the same. More or less (I won't argue that point, but just look at the codexian top-10 - for all the elitism of this place, it's not half as monocled as it should've been). Anyhow, let's begin from what I didn't like in the game:
1. Humor. What constantly spoiled the game for me was the humor. I found it inept, overfilled with plain references (sorry, but the reference does not make a joke) and annoyingly repetitive. Even a couple of jokes that made me chuckle initially (like Thrivaldi boasting about defeating a cat or a child, kinda forgot exactly what) were immediately ruined by repeating the same freaking joke pattern twice after that. I'm not retarded, I got it from the first time, ok? And there's way, way too much characters written like that in the game - Thrivaldi, the down squirrel, Aur-what-way-his-name-is-pronounced, most of the dark elves. It's all about "here's a funny line, prepare to hear the variations of it a hundred times more!!!" No, thanks.
And sure, the original series also featured some silly humor, but (totally subjectively speaking) it was of better quality and wasn't as prevalent as here (and they also had no lengthly cutscenes filled with it).
2. RPG system. Look, I absolutely love QFG series and it's great that you've decided to spend so much effort on this tribute to it. However, while staying faithful to the original is cool, it didn't mean that you should've repeated all of its mistakes. QFG's rpg system was always broken because of its overreliance on the exploits. Y'know, like, need to climb a tree for your quest? Sorry, we won't give you an opportunity to raise your skill properly, so go do some repetitive clicking on some random tree or cliff until you'll get better. And that's what you did through most of those games - just made some pointless and repetitive actions so your stats will grow. And it's the same here, only even worse. Here, look at my warrior heroine:
Yeah, if you somehow missed it - it's the evening of day one. No editors or whatever used, obviously.
And you can say - well, dude, you're the retard for abusing the game. Play properly and don't spoil your experience. The thing is, the game wasn't build for that. I'll cover the main reason for it in the next paragraph, but let's just say, spells. Obviously, to solve puzzles as a sorceress, you'll be required to use them. However, often your starting spell level won't be enough. So you have to raise them a bit. That's an obvious and rather common for an RPG, of course, there's just one but - with many spells, there's zero ways to use them before that point. So you have to go somewhere and spam them mindlessly until they're raised up, that's the solution.
3. Combat. It accentuates the problems with rpg system because it's difficulty curve is absolutely unbalanced. Mind you, I've done the dragon bone cavern challenge at the highest difficulty & game speed possible so I'm not bitching about combat being too hard. It's just that there's no proper progression. So from act I to the middle of Act II combat is easy (just worgs and bandits, maybe a troll if you decide to wander at night - all pose no challenge; well, maybe trolls if you're really, really undertrained), then, suddenly, you start to encounter duergar (not that strong, but can be annoying, I guess?) and mages (should be absolutely devastating for the unprepared character). Then it's act III and you're fucked because giants, giants everywhere. Worst of them being the Jotuhns, requiring unreasonably precise QTE mastery - sorry, but it's not that kind of a game. Oh, and then you get the lightning spell and combats are popamole once again. Unless your player knows he needs to grind, it's a pair of sudden, unexpected difficulty surges. I guess one can play on the lower difficulties, but then the combat is just effortless and thus boring. Dunno. I would prefer it properly balanced than "it's broken, so balance it yourself by playing with difficulty and metagaming". Of course, combat in original series was also quite broken, but I loved what they did with it in the QfG remake.
Also, you really should've separated "comat difficulty" and "encounter rate" into two different sliders - I wanted challenging fights, but I never wanted to be pestered by them (especially by the low-level trashmobs in the late-game). Same thing could be done for "game speed" and "combat speed", because it's one thing to walk through those forests slowly and the other to fight the freaking Brauggi with minimal reaction time.
4. OK, this one is a minor point and mostly me, but I've found the traditional QfG fairytale setting kinda in dissonance with the moral ambiguousness of the northern mythology & setting. The easiest example of this all characters being good & polite & noble (even with the worst ones, like Snorry and Kraka, being not all that bad), i.e., fairy-tailish, on the other hand, they're vikings and they're positively cool about their lifestyle choice (i.e., going on the raids and killing people to loot their stuff). And some other rather greyscale situations (like Hervor's "distant homeland" or lack of proof for Regin's accusations) aren't really resolved in any meaningful way, leaving a strange aftertaste. Dunno. To put it simly, I think that "black and white" style here clashes with the true neutrality of the setting.
Ok, as I'm kinda tired from typing all this, I'll be extremely concise about the strong parts of the game:
1. Non-comic writing is good. I dunno if it is good from the viewpoint of high literature, but it totally does the job for a videogame and it does it great. Setting is good, characters are good, dialogues are good, plot is simplistic, but that's ok because we're talking about a fairytale plot, after all. My favourite part of the writing is characters' lines being slightly changed depending on the people present.
2. Overall quest scheme and puzzles are great. They're difficult enough and most solutions are vaguely (or not so vaguely) hinted in dialogues, meaning that you're never stuck if you are paying attention. The only exception being that stick of the dead quest, but hey, I guess it's forgivable. Also, I really like that player can be slightly punished for not planning his actions thoroughly enough (like when freeing a certain person at day) or being way too munchkin with some of the quest rewards.
3. Graphics and sound are great. You really should've gone commercial with this project, though - I don't know if that's ideological thing, but you'd definitely got on steam with this and it's a great shame that you won't get rewarded for all your efforts properly.
4. Voiceover was also surprisingly decent. Honestly, I was expecting much, much worse.
All in all, a solid 8/10.