It's all a bit... homogenous. What I mean by that is, I can't see a second playthrough here being any different to my first (assuming I ever finish it). In trying to create a game where there are no 'bad' choices when creating characters, their intent being that no-one would ever get stuck with an unworkable build, what has happened is that it instead all feels the same. There are no interesting skills to use, no meaningful decisions to make that affect the game world (so no replayability in seeing how different choices affect things). Combat works one way - melee wall to keep foes engaged, hit them from range with crap spells/guns/arrows - or you die.
Trying to think of an example, the one I keep coming back to is Arcanum. In POE, you can't create a retarded ogre who gets patronised by everyone (actually, Fallout did this as well I believe) and hilarity ensues. I remember when I first played that, using my initial 'talk to the dead' spell on all the bodies who died in the opening crash... and the best part was that I could, even though it was completely pointless. It was fun. Another example, playing an insane Malkavian in Vampire: Masquerade, where they'd written completely different, mental, dialogue for that role. Or a Nosferatu, who required a completely different playstyle to avoid being seen.
It's the McDonalds of RPGs... if you're in the mood for it it's enjoyable enough, but it's the same wherever you go and when you've finished you're unlikely to spare it a second thought. It sounds harsh, but a lot of people really like McDonalds. But, to me, it's just not special enough.
I wanted to love this, the more I think about it the more unsure I am about it.
My face is tired.