Let's see.
It's ugly: I don't have anything against yer olde graphics, quite the opposite, but it's simply an unintelligible mess very much comparable to the voxel (Amiga/DOS) version of Robinson's Requiem (which, by the way, totally had more visual variety than this game has so far; even the forest here looks exactly like every other location ever).
It's visually repetitive:
GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-BROWN-GREEN-GREEN-GREEN-GREEN-GREEN-GREY-GREEN-GREEN-GREEN-BROWN-GREY-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-BROWN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN-GREEN.
It's janky and frustrating: the auto-turning-on-collision thing is constantly driving me absolutely bonkers; the FOV is horrendous and the ingame world gets cropped at something like 1.5/2 meters from the party, so it's like I'm looking at the ingame world through the spyglass. In some instances I can't even see where I'm going due to combination of all these factors. Like, where does this hill (vague low-poly green shape in front of another low-poly green shape) end? Can I traverse here without the collision? I think I do. Nope, I got auto-turned. Sonuava... The whole aspect is so bad that I spend at least half of the time in the minimap mode (which could totally allow me to zoom out a bit more, than it does now) - and I would spend much more if not for the fact that it doesn't show some crucial information and it doesn't allow direct access to some of the crucial ingame options (such as spells) from this mode. Also, the secrets which actually do require you to be in map mode in order to see them (traverseable hills), do not help with convicing me to use the actual ingame graphics for navigation at all.
It's way too lax: Too much absolutely useless space. And don't start with the "realism" thing: not with the villages consisting of 2.5 houses and not with me happily roaming the location with everybody dead.
It's predictable: The whole thing splits into several self-containted patterns that don't have anything to do one with each other. Oh, wow, another chest (two types). Oh wow, another trap. Oh wow, another 2/3/5 assassins/trolls/goblins. Oh wow, another cemetery (maybe with - oh, wow - a ghost "SUDDENLY" appearing from the grave). Oh wow, another house with an NPC who will either give you a rant (not currently connected to anything else in the game), a simplistic quest (not currently connected to anything else in the game) or just something nice - and will then shut up for good. The whole "unique instances" aspect is, first, spread WAY TOO THINLY across the map - and, second, those instances are way too self-contained. Maybe some of them (like that poisoned well near Northwarden or that Orno the Pale and the plague thing) will be reused and developed in the later chapters and somehow woven into the main narrative, but as of right now, I'm simply not seeing it.
It's methodical and boring: The main meat of the exploration is chests (of both types) and mounds. And the method for finding them is just by spamming Sense Vessel (ideally covering the whole ingame world that way with the repeated uses). You'll miss the graveyards and some other things like animals and bushes that way, but they don't generally have anything all that useful or expensive - and they are much easier to spot from the main mode. It's like that X-Ray stuff from SuperMetroid all over again.
It's not exciting: The treasure/loot aspect is uniteresting due to very little treasure/loot variety and due to extremely casual nature of the game, both in terms of tactical requirements imposed by combat (thus far), and overabundance of resources and money. Simply speaking, it's Yet Another Chest which you find in Yet Another Green Something To The Side Of The Road, and which contains Yet Another Ruby. Or maybe a worthless Mord-whatstheirname note (I only got a single really useful one - something about a big stakeout in such and such town close to Krondor - out of seven I've found thus far). Or maybe some worthless (because I already have two dragon swords) sword with some measly buff, which I will take regardless just to sell. Or maybe a magic scroll - scratch that, scrolls are good, gimme-gimme.
Also, the riddle chests kinda do not work for me. I am not a native English speaker - and while I don't have any problems with the actual ingame text, it shows tremendously in these riddles specifically. Like, at least 1/3 of them I would never, ever be able to guess, because it just so happens that I am not aware of the corresponding cultural context or simply do not know the needed word. So, while I always try to guess the answer first fair and square, in case I don't succeed, I just google it. In some cases it turns out that I could totally solve it by myself, and in some cases, the only reaction from me is "What. The. Fuck." The major reason for me googling it in the end is that I simply don't want to bother with backtracking to those chests ever, both due to all the aforementioned exploratory issues with the game, and due to the map systems in this game being completely unfit for that kind of backtracking, along with the lack of distinctive visual reference points that would allow me to make a comprehensible descriptive pen-and-paper note about it. It's would simply be too much of a bother - and in 90% of cases, there isn't anything particularly interesting or unique in the chest anyway. Aaaaand this whole riddle chest stuff is just gimmicky.
Also2, the skill/"leveling" system in this game is exploitable to no end. And that's not a compliment.
Oh, and about the things I really liked - well, the dungeons (have seen two thus far) are flat and very simplistic, but they do kinda work due to lots of combat and lots of loot and lots of passages. And I really liked the ingame implementation of stealth mechanics.