The strongest part of the game so far is the game world and level design. It's larger than I expected, and while it is technically split into zones what I've seen so far is properly open world in the vein of say, Gothic. You won't be sitting through any loading screens. And despite their size, the levels are thoughtfully designed and make satisfying use of the climbing and platforming mechanics. If you're an explorefag like me who likes to poke around, find hidden areas, etc then you'll be entertained.
The presentation is also a strong selling point here. The graphics are beautiful, assuming you like a painterly style. The voice acting is also good. It should be noted the story is fairly minimal so far and completely on rails, and your character doesn't have dialogue options or even speak at all. However this minimalism is reflected in the gameplay too with a refreshing lack of handholding. You will see an occasional quest or map marker, but other than a general point in the right direction the game seemingly trusts you to figure things out for yourself, which is laudable.
The only thing I will say negative about the preceding two points is, the levels can get really busy visually with all of the environment art, post-processing effects, etc. There is so much crammed in that it feels a little overwhelming at times, and your eye isn't sure where to naturally direct focus. This may seem like a minor point but the cluttered visual design makes the game feel somewhat fatiguing to play, because you're constantly scanning every part of the frame.
Now the combat... what to say. It is not bad, but I also struggle to call it good. It is hard and I die often, which is fine. Partially because the enemies hit hard and are tricky to time, but also because the controls still don't feel that intuitive to me even after a few hours of playing, and unfortunately they can't be reassigned. To cite an egregiously bad example, the right trigger on the controller is reserved for emotes -- fucking EMOTES -- as if this is goddamn Fortnite. Each weapon has a basic attack combo and a charge attack, plus special attacks that I always forget to use because they aren't easy to access on the controller. Managing distance is important especially for the dodge and parry mechanics. The dodge feels good and its type changes depending on how heavy you are (weight = equipped weapons and armor) which I like. But although I use parrying a lot I never can get quite comfortable with the timing. It just doesn't feel right. So the jury is still out for now, I definitely see room for improvement but it's not bad enough to where I want to quit playing.
As far as the RPG systems go, this is another area that is currently lacking. You character has several attributes that all start at 10, and you get +3 per level up. However I can't explain to you what any of them do, since this system seems to suffer from the Josh Sawyer school of design where it doesn't really affect anything. I beat the first boss at level 4 despite not assigning any of the points I had. The only thing I've noticed so far where attributes come into play is I can't equip certain weapons because of hard requirements. So we'll see but so far this barely feels like an RPG in terms of character development.
Then there are what I'll just call the Minecraft elements of the game. So far I've encountered mining, fishing, digging, woodcutting, and cooking. Crafting weapons and armor is in too although I haven't gotten there yet. Items have durability and have to be repaired (the only consequence of death is returning to save point with your equipment durability damaged). To all this I say... why? Why does every RPG include these systems now? They are fine for a survivalist type game, but here, I really do not see the point. It's not a dealbreaker for me but I sincerely wish we could get rid of this trope that every RPG needs to have this shit.
Loot is everywhere, occasionally weapons and armor but mostly consumables and crafting components (at least it's not stupid nonsensical equipment like "Epic Gauntlets of Telepathy and Lockpicking" cough fucking gay ass Larian). Loot drops are randomized and also respawn, which quite frankly is an odd and poor design choice. I don't know why you would go to the effort of designing such good levels and then randomize the rewards for exploring them. Players will eventually stop pushing themselves to find stuff if they don't trust that there is anything worth finding.
Lastly the performance has been quite good, especially considering the garbage state most games ship in today. There are hiccups in the frame rate and occasional small glitches, but overall it's very playable and I've not run into any major bugs. Hopefully the optimization improves as I'm not quite able to hit a steady 120fps at 1080p with my i7-12700k and RX 6800 XT.