Ambivalent. It's a mostly competent game, but several questionable design decisions keep it from becoming anything more.
Obsidian had only really proven themselves making smaller scale, tightly packed storyfag adventures with a general sense of weirdness/mystery around them. Them ignoring their strengths and instead pitching a not-D&D BG clone in not-FR was the first misstep. They have no real idea how to handle a larger scale, more open game and it shows when you start encountering copy-paste trash mobs, fetch quest cities, useless wastes of time and resources like the stronghold (seriously fuck strongholds and all the KS retards who insist on forcing them in every game), and everything else that contributes to the general feeling of dullness that plagues the game. Combined with the no fun allowed approach to designing game mechanics, this problem becomes even greater.
Now this would have been excusable if they delivered high quality storyfaggotry, but even here, the game isn't particularly great. The driving force behind the main plot, you going mad, is so weakly signaled in game that you forget why you even bother chasing mystery man around. Is that five second clip of spooky scary green rocks that shows up every other rest really supposed to represent growing insanity? Companions are mostly pleasant to have around, but that's it, and I can't force myself to give a fuck about any side character. The feeling seems mutual for the NPCs, because they are completely out of fucks to give about me being a supposedly rare and feared death godlike, said by local superstition to be a herald of doom.
I do like the amount of detail that went into worldbuilding and I gotta
Sawyer for bothering with cultures and regional differences and other such details that fantasy hacks generally ignore, but it is disappointing to see all that effort going into not-generic-fantasy shit. At least they have guns. I fucking love me some early firearms.
7/10, pls make a MotB-like expansion