This is quite a catchy RPG. One of the few where you actually read English. It has emotion, character development and wits. It's a real shame it was not finished.
prologue:
-boy, those sure are some brave scribes
-so, where was Alabaster during the time all scribes were being slaughtered?
-one prisoner wasn't attacked by the brute and other guards near after the ogres were freed; the ogres went south, killed everyone but that specific prisoner

and then I've no idea where they disappeared
-cliche butcher
chap1:
-some huts are neutral others enemy
-the destroyed bridge cannot be seen; it's pitch black
-well, they were discussing "secret" matters with Dimitri right in the open street
-heroes selected during the scene with the Militiaman's quest; actually they're selected in most if not all quest scenes of the town
-some barrels and crates are invulnerable, others are not
-the player can buy fish from the merchant for the seller if the select user is not used
-the fish still remains in the inventory of the hero after getting it to the cat
-doesn't Dimitri have things to do? Joseph at least patrols instead of staying home with his family; Dimitri on the other hand, stays in the middle of the road
-why are some items named "Key Item" and not Quest Item if they're not really keys; or is it referring to a key element of a quest?
-dust effect remains on the cat after it finishes digging or whatever it was doing
-the hint about -quest name for its location ping on the minimap could be put in the quest log
-I suggest all shops be shown on the minimap
-shouldn't a resurrection stone keep its animation when activated?
-Hedge Wizards cast slow from a great distance (I think) without using any mana and having any animation while doing so
-creatures reappearing calls for monotony especially when the map is huge
-it seems for a while now that crates and barrels don't have anything in them anymore
-demonologists bind the will of the spirits of the other side; aren't that what necromancers do!?
-well, if the spirits and trees belong to the demonologist, why are they in the same team with the undead afterwards?
-where did the dwarf split? Where the heck was that militiaman? I wanted to give him the badge before going to the church but couldn't find him
-what, the guards that helped kill Joseph's family were excused of having one of their family members executed, I mean sacrificed?
-found the militiaman at last! However, his portrait during the cinematic mode is black; also forgot about the -quest name for ping
-the familiar does not disappear if the demonologist is replaced by another hero like Joseph
-cinematic scene skip option?
-War of Ideologies has a green square as an icon; don't know if it's because of loading the game
-there's a purple militianman amongst three gray ones in front of the town hall
-the southeastern gate doesn't open anymore
-Brunn appears to be owned by the red player when speaking to the historian
-returning to the militiaman shows his black portrait again; the transmission is not assigned to that unit near the tower
-seems the bandits are fighting the undead
-one catapult's crewman dies, all of the others stop; also those crewmen don't attack
By any chance was this also inspired by
Chris Metzen's
Of Blood and Honor, apart from many JRPGs (I reckon)?
3.5/5. Not complete.