Crossposting, but why not.
Just tried a fair chunk of the demo. It's very... up and down. I'd also agree with the Div 2 comparisons for now.
There appears to be the basics for a fun and enjoyable game, though it's unlikely it'll be memorable or innovative in any way. There's a decent enough character development system, a decent array of auxiliary features and things-to-do a la real shops, thieving/pickpocketing/gotojail/etc mechanisms (even attacking friendly characters, though I haven't tried this properly yet), alchemy and reagants, blacksmithing, etc., etc. The combat itself is pretty boring at the moment but at least some of that is due to the tutorialness of the whole thing. The writing is better than I expected (i.e. not terribly boring and retarded), though that's even harder to tell, yet. I don't think it's a Day 1 buy unless I'm really bored, but perhaps later on.
More specifically, combat is the number one since it's an ARPG, right? Your character is pretty responsive, though actually attacking things is not so fluid. I think it will improve once players get more comfortable and you learn more skills and combos - right now as a Level 1 dude you're just smacking left button. Bows are really boring though, as you stay in third person view where you can't aim anything and you simply autotarget. I've never seen the point of that, from memory Div2 did this too and it didn't work there either. A lot is going to depend on just how dynamic the combat gets once you get some levels and have more options. The enemies are far too weak and far too stupid (mainly lumbering around really slowly), but you can only play Normal and it is the tutorial, so that's not conclusive. There appear to be some interesting features - i.e. some kind of special state you enter into when you take enough damage (or do enough?), essentially the same as TW2 but from earlier levels.
The writing seemed to have enough there for me not to start skipping stuff, yet. Voice acting is a bit up and down, and equally, the writing slips between rather well composed lines and awkward ones, almost as if the script is still in draft stage or something. The concept of being revived and having no predetermined fate is cool, but who knows where it will go from there. It's hard to tell how lively towns are and how many quests you get, though... I was trying out thieving, got sent to jail, got caught escaping and died, before I could really look into the town. It's also impossible to tell how big/open the world is yet - the tutorial dungeon was obviously a series of corridors. For people that explored the town more, how was it?
The visuals aren't as terrible as I thought from the videos, but again.. I have no idea how to put the finger on this, it feels really weird. Technically speaking, the game looks dated by several years; washed out textures, etc. I don't really care about that so much, but here that combines oddly with (1) there's clearly some sort of HDR/Bloom going on in here, but it looks different from Oblivion's superbloom; (2) they tend to go for really bright, really distinct colours; (3) characters get a very crisp, even leathery/plasticky, kind of treatment while the rest, especially the ground, is a washout of bloomy bright colours. So everything just doesn't look stable, and it doesn't help that your character skates around the ground as well. So I guess a kind of washed out Disney fantasy land. But I was a lot more impressed once I left the opening dungeon and came outside - it's still washed out and bright, but with more space it manages to achieve a more coherent and better looking landscape. Also, every different element looks like it just came from a different engine or something. It's not even that the art direction is incoherent, everything looks like it got different types of filters or whatever done, which adds to this eery freak-WoW land thing.
The UI/usability is pretty terrible. It has 'blocky' turning, similar to problems some people had with Alpha Protocol's mouse smoothing, where you don't really turn/rotate camear smoothly, it goes in big blocks, and so you're always swiveling around. Combine that with the fact that although you can move the camera, really, there's only one camera angle that's playable - it's much worse than Dungeon Siege 3, where you could at least choose from 2 views. Here you can't zoom out to any degree, and essentially you have to play in the KOTOR-view to see anything. Sometimes the game zooms out the camera a bit for you, but only when it wants to. So restrictive close-up camera + lurchy turning + washy visuals = not good. Moving on, the interface is OK. Looks-wise it looks pretty bad, mainly black background and white text and it just feels like someone forgot to make half of the UI; you need to click a lot of buttons to get to some things (Menu -> Inventory -> Primary Weapons -> Equip); but for the most part it won't get in the way, and works fine.
All in all rather mixed, I'll probably wait for impressions once it comes out. I guess big plus is that it seems to have a solid core that it might build on, and the big minus is that it's pretty clunky and the blurry bright mess is sometimes hard to look at.