Sacred gold
They put a lot of attention towards the visual details, both architecture and interiors. Like, you can find the cooking stoves and what actually looks like a living quarters inside the bandit hideouts.
There is also a lot of wildlife present like flocks of ravens in certain places or sometimes you can see fish in the ponds which is neat.
A bit of attention is also put towards the exploration, like, during one of the first side quests you can hear them mention that one of the seraphim was caught by the cult somewhere. There is no quest to point towards her, but you can actually find her yourself at the NE part of the starting area with suspiciously large amount of bandits and she will reward you for saving her.
^That optional boss fight was fun. Dragon hits hard and his breath can easily oneshot you if you fail to avoid it.
I also like the way they designed the characters here, everyone is allowed to have something cool. Dark Elf has an entire weapon category exclusively for himself, Daemon can actually fly, Seraphim can summon the BFG that shoot lightning bolts, Wood Elf can apparently shoot spiders at the enemies if i am not mistaken and etc.
Unfortunately, i burned out already. Not so much from the usual diablo gameplay formula but from the way the side quests are designed. They like to send you constantly running all over the place or back to the places you already visited and you're encouraged to do them because they sometimes reward you with your class runes. Honestly, Daemon comments perfectly copy my thoughts about how it feels like to visit a new town.
Here, have an obligatory skimpy dressed seraphim.