This appears to be poorly optimized. While my shitty PC contributed, I was unable to get beyond the scene in the bandit camp due to freeze.



The problem is that the game appears to replace the whole CG every time there is a wince or slight movement of the characters. If you spam through it, the game has trouble catching up to load in the images, and that can cause it to slow down.



However, at the same time, the game has a real time based day/night cycle that does NOT pause for scenes (and you can still see the original map past the edges of the CG, so you know it is still rendering). So if you slowly go through the scene, the time might change, which also provides another layer of things to process, which again leads to freezes. The real time nature of the day/night cycle does not appear to contribute to the game play, and you will often find yourself going to rest area to manually force a time range rather than waiting (this is in fact a direct suggestion of the NPC that gives the bandit quest). A suggested change would be a switch to task based time changes (such as 'finish taking the wheat to market' causing a time change, and have the three or so events of the fetch quest cycle you through the daytime).



Besides technical issues, the early game largely consists of fetch quests with minimal content. The map was overly cluttered with trees, rocks, and odd jutting sections of things such as fences. If the early area is just a brief rest stop before going onto the main content, then a minimalist approach would streamline the early gameplay.