Well, played with the demo for a while and I agree that the combat leaves a lot to be desired. On the character creation, on my second time through I found you can switch back and forth between the first and second screens to see the affects of perks, also, dont forget about the tabs on the right, they show things as well. It would definitly have been better to have all the creation on one screen.
Why is everthing so big? The icons and menu items are way too large. And the interface is WAY too bug IMO. I liked playing much better with the interface minimised (F2) but then you loose the info box.
I did see a post on the interplay forums by one of the developers. Here it is:
"Our demo is out? Holy cow! Why do I hear all of the exciting news from the boards?
A couple notes about the demo:
1. For all of you playing as mages, are you aware that you can pick up those little blue balls (tee hee, I said "blue balls") to get mana. depending on your PER, you can see them from further away. AFAIK, having "search" on won't affect the range at which you can detect them.
And, yes, the spells at the beginning are pretty weak, but as your skill improves so does the damage you do, so the starter spells should remain useful for most of the game.
2. The demo is very combat-heavy. Unfortunately, due to scheduling issues the demo was the last thing we worked on, and we did it by taking some maps out of the game, changing them, repopulating them, and hooking them up with one another in ways that many of them don't in the actual game. There wasn't really a chunk of the game that was ready "as is" to turn into a demo - the download would have been huge (a lot of hte work we did on the demo was figuring out which files we could cut to get it down to a "managable" 140 megs or so).
Since we were pressed for time we weren't able to write custom dialogue, let alone get it VO'd. In fact, some of the VO dialogue in the demo was spliced together out of context. Combat, however, is very easy to implement - it's quick to set up and requires relatively little QA support.
There are parts of the game that are as combat-heavy as the demo, and there are parts that aren't. The demo is a good representation of the former, but the latter is really only represented (feebly) by the merchant in the crossroads, who will respond to you differently depending on your character.
So, the demo is good for giving you a general feel of what the game looks like and how combat plays. It has some "low-level" monsters (and unfortunately includes our least-favorite - can you guess which?) and largely unscripted fights. It isn't, because of size and time issues, a complete look at the game."
As you can see, the demo was done last, so the game will play like the demo. However, the non-combat options were non-exestint.
Although the combat was not the greatest, and the menus looked bad imo, I still had fun with it. I will prob. pick it up.