I'm near the end now. There's a lot of little niggles with this game but absolutely no major design flaws at all that I've encountered, which is nice.

I don't really have a whole lot of time for the way the questing flows. I really like they way it just expects you to work out where to go based on in game text, not just follow quest markers but at certain points it just leaves you to guess what you're supposed to be doing. At one point in a companion quest, you're asked to go to a place called Cliaban Riag... which is where, exactly? I mean, that's what you'd ask right? If someone said they want to go to Cliaban Riag? But the game doesn't give you the option to ask. You end up going there as part of the main quest anyway. Another companions joins your part with the express purpose of going to a certain place which it turns out you can't access for totally arbitrary reasons until Act III. So she's really just hanging around with you for no reason until then. It feels very disjointed.

I don't think tying abilities and other mechanics to resting is a good idea in a CRPG. You should rest when it's night-time, not when you need your health and spells back.

Um, travelling. There are these things called horses. And carts. People used them in the olden times. Also if a place takes more than 12 hours to get to, they stopped and slept. A bit too much homage to the old infinity engine titles there I feel.

These are all very much nitpicks, though.

I think this might be one of the most important PC titles for a while, too, especially if it does well amongst non-backers. Shows there's a market for isometric RPGs with complex rulesets, and that no you don't actually have to ape MMORPG mechanics in single player RPGs. Again, looking at you Dragon Age.