Small things that feel weird in this game with otherwise great immersion. They break the suspension of disbelief, and are utterly easy to fix:
- The pick that can't be used for climbing up ice: you have a pick. There are at least 3 places where you'd like to climb up a frozen surface: Below the ice flowers, below the tower on the shore, and (possibly, but less likely) up the boulders where you were left for dead. In one of the cases, the character even says "the places where you could put your hands are made too slippery by the ice". So you use your pick. And you have this utterly annoying message saying "you like to make little holes everywhere?".
- The flame spell that sometimes melts stuff, sometimes doesn't: The same message causes the same confusion: "the places where you could put your hands are made too slippery by the ice". In several other places, the flames spell is used precisely to melt the ice. Here, it isn't. But with no explanation. Just the generic spell animation, but no effect. A clearer message would be cool.
- The starving character who cannot eat meat: When you're a sorcerer, you kill piles of wolves. Yet you can't get any meat. I understand you need a special skill for that. But the message "there's nothing of interest on this dead wolf" is very frustrating. There should be a short explanation, especially when you're about to starve to death. By the way, same thing for the prisoners' food in the keep: "yuck, I don't like that food, so instead I'll just die". Wut?
- The magician who has no interest whatsoever in the progress of the quest he gave you: No matter how close you are to killing the haugbui (and as you know, there are many steps to achieving that), the wizard has no new dialog about that topic, until you actually deal with the "final" object. Even when you give it to him. As you've seen in the hints and tips thread, it confused other people. He doesn't need to give you clues. But as it is now, it's very puzzling.
- The character who isn't able to make a report with words, but only by showing the contents of her pockets: There are several quests that cannot move on until you give the relevant object to the relevant person, even when that object is merely a clue, and you could instead talk about it in the dialog: "Hey, I found this, let's talk about it". Sometimes you even forget that you have the object, and are just eager to report that you found something. But the dialog option just isn't there. But I understand that this could just be a peculiar puzzle design choice, and it requires some work to fix, so it's up to you.
- The confusing prupose of the eitur: There I was, in front of someone who looks like he's almost dead but not completely, incapacitated by a magical spell (the walkyrie lying in the circle of fire). I look at the eitur, and it says exactly: "it's meant for reviving someone who is incapacitated by magical effects, provided they're not dead yet". But not that someone. It's for another someone, who doesn't look like a someone.
All those remarks are to make the game closer to perfection. I could write entire paragraphs about how good the experience is, how much I got immersed into the game's universe, and how at some points I shared the actual feelings of the character (like it should be in every good RPG). Great game.