You know the funny thing is that on a PC you have a much better camera control because of the mouse, so even if the game is console-ish, a keyboard+mouse still offer some advantages over a gamepad.
Somewhat. Even on PC though, it's got a lot of issues. One is that the camera and the targeting system likes to snap to characters who aren't necessarily who you intended to be targeting. For bows this might actually be characters that despite the camera adjusting towards them don't actually appear on screen. Occasionally it actually moves YOU offscreen too, trying to get some middle ground between what you're targeting and where your character is.
Another is it's way too damn close. Also, it appears to be facing somewhat downward. You can of course, look up whenever, but the game's default view is angled so you really can't see very far above you. In a typical recent 3rd person game this is nothing new, and to no surprise, the game features an alarming number of narrow corridors. At the same time however, while the game isn't going to win any awards for it's character models, it has some rather amazing scenic views at times. Many of which you would never actually realize are there, because the camera is again, perpetually too close to the player character and angled downward. It's almost as if they designed the game for 4:3 or something; had their world designers create these huge vaulted ceilings, open cracks in caves to reveal sunlight shining in, ceilings covered with tons of fluorescent flora, gigantic trees filling the open forests, and then had a completely different team design the camera with no knowledge that there was anything worth seeing above head height.
Anyway, while I haven't finished it, I'm not sure I can agree with the last few posters on the game so far. The setting feels a bit generic, and while it has some interesting hooks (one race is an essential a variation the elf archetype, detached from permanent death, where they repeat the events of their history endlessly, with new players moving into fill in the roles), I'm not sure it really takes advantage of them (such as the fact that while you're essentially detached from fate, you're still pretty railroaded into the same major events.)
Gameplay-wise it's not bad, with the game letting you mix the three archetypes however you feel like and never punishing you or really forcing you to do any one thing, though I'd argue the AI is incredibly predictable and dumb as toast. And as an unusual complaint, I'd say the game is
too big. It's a complaint actually shared by the game's universe and lore creator, R. A. Salvatore. The issue is that the game has so many side missions and things to do, so many people to talk to, that you lose the plot easily. It bothers my OCD-like compulsion to complete games fully something fierce. I find myself forgetting what the main mission really is, and actually stumbling upon the threads of the core plot when I accidentally happen to stumble upon their locations because they share locations with side quests.
Again it's an odd complaint, but I'd argue a lot of the side quests aren't terribly unique, and could be parred down so the main story shines more. It also does some weird things to the leveling curve. I'm in what's probably the game's second major area (admittedly the first is gigantic) and without having completed that yet, I'm already high enough to run into the game's fifth tier of items, which unfortunately for me, is the last. By a view of the game's map, there's still much of the second major area left for me, and something like three more fairly large game sections, on top of the game's first DLC, which is a sizable portion itself. A bit disappointing to be nearing the end of the equipment curve that "early" into the game if you actually bother to do all the many quests they have in the thing.