Meiam said:
How's the RPG element in the game (gameplay wise, loot/skill and such)?
The loot game is pretty substantive. There are a great big variety of weapons to find/craft/buy, and plenty of unique "Artifact" weapons/items to dig up.
And skills are pretty substantive too. There are 8 trainers in the game, each with their own skill tree you can buy skills from. Those trees are divided into Basic and Advanced skills. You can buy the basic skills from any trainer as you please, but you can only "break through" into Advanced skills for 3 of those trees. So you have a chance to buy and try out a Trainer's basic skills before you commit to using up one of those breakthrough points to learn things from the advanced half of the tree.
The end result is that you can mix and match skills to essentially create your own class from those 8 trainer skill trees.
From a character perspective, I'm sorry that the RP is a little limited (You can't be outright evil, there's no crime system, etc). I tried my best with the limited time and word count I was given to provide a good variety of different dialogue options whenever I could, though.
That said, with how defeat scenarios work, and a few other things, there's plenty there to provide some emergent storytelling.
I like hard game but I also like slowly becoming stronger and while this can be achieve trough purely player skill progression that require a very well crafted combat system and usually tend to go toward abusing some cheap move.
Well, here's the thing. You can get strong not only by "gitting gud", but equipment can often provide substantial jumps in power, as can learning new skills or amassing a variety of potion/food recipes for temporary buffs.
That and you can cheese a lot of fights if you have the right know-how and aren't good enough to straight up fight things.
Also how large is the world approximatively?
4 regions that are 4 km squared.
the overwhelming feeling of it being "it's big and empty" I'm a bit afraid that smaller studio are trying to emulate open world game by just looking at map size and ignoring content density.
This is the main complaint I see, and I get it.
The regions are a bit empty at first glance (The lack of friendly NPCs in the wild and whatnot are the main culprit of this, I feel), but there's a good variety of enemies and dungeons seeded all over the regions. I feel like it's enough to keep me engaged.
Still, it's a complaint that I understand. Some people find "I can run for 5 minutes and not encounter an enemy or a hidden thing" to be a dealbreaker, especially after Skyrim's "there's an adventure every 20 feet".