Have just finished getting the two relics that the Keepers want - pretty sure I haven't yet reached the point where most reviewers say the story really starts to kick in.
I've already gotten used to most of the quirks and am starting to develop a bit of immersion. Not quite sure why so many people hated the "hub". I actually like it more than the missions. Then again, I've got a thing for sandbox games.
Leaning against doors to eavesdrop is one of the things I miss most from 1 & 2. That and rope arrows.
At this point, I think my biggest disappointment is the AI. It's never been perfect, but it seems worse in this installment.
- I've seen a thug murder a citizen, then act startled at the sight of the corpse and start searching shadows for the murderer.
- I've seen a guard open a door to answer a citizen's cry for help, then act surprised to see the door in that state and start searching shadows for whomever opened it.
- Everyone seems to notice when you pick their pockets, but all they ever do is complain about the theft and then go about their business as if nothing happened - even when what you stole was a magic-user's wand.
Best by far, though, has got to be Crowley, the jeweler.
He was in the foyer, trying to fast-talk his way out of a death sentence at the hands of two thugs while I was sneaking about in his showroom.
Standing in a deep shadow that lay between the foyer and a counter on which there was a candle and a couple of loot items, I snuffed the candle and swiped the loot.
Nobody noticed me standing in the shadow despite the fact that I was obscuring their line of sight to a light source, and nobody noticed me extinguishing the light source, but Crowley came in to investigate as soon as I grabbed the loot.
When he failed to discover the reason for the disappearance of his valuables, he returned to the foyer where he and the thugs simply stood staring at each other as though they had not mere moments ago been discussing "murder and a bite of dinner".