Difficulty scaling. It's very clear that the first part of the game has been much more heavily playtested than later parts. During the first major battle, as the orcs land on the beach, difficulty is clearly very well-tuned, making for an challenge appropriate to each of the game's three difficulty levels. It's unfortunate that things start off so strong and then unravel over time. In Luculla, there are multiple opportunities to battle isolated enemies rather than engage the entire group at once, leading to extremely one-sided, and thus boring, engagements, even on Hard; the only interesting battles are the big, messy ones. By the time you get to the Phantom Forest your party is such a well-oiled machine that the enemies don't pose an interesting challenge even in groups. It seems that whoever was supposed to balance the encounters for appropriate difficulty essentially neglected the last half of the game; getting them to finish their work and make appropriate tweaks to the later encounters would be a welcome improvement.
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This, combined with an early several hours of genuinely well-balanced content, easily justifies the purchase price, especially for students of computer game design who want to see how well a particular aspect of gamecraft can be done. However, some stumbling blocks past the initial portion of the game stop it from being a satisfying play experience through to the end, and those who buy the game expecting to play it through to completion are likely to end up frustrated or bored at some point.
I generally agree with the feedback, but especially with the quoted part !