I've been playing this game for four hours and nothing story related has happened at all. I can't tell if that's a good thing, yet. From what I've heard, the opening area is basically a 6 hour tutorial and it pretty much shows.
First off THE GAMEPLAY: I've never played The Dark Eye tabletop but if this definitely feels like playing a table top game. It's more complicated to new people than Temple of Elemental Evil and I don't remember Realms of Arkania being this in depth. It's simple once you learn all the abbreviations, but to a new comer you're bombarded with dozens of acronyms that make no sense. Get a hold of the manual if you pirate/buy the digital copy because it has a 5 page glossary of terms all relevant to the game world (names of gods and mythical figures) as well as what the acronyms stand for.
The mechanics are simple; you kills shit/do quests and you get ADVENTURE POINTS which you spend on talents (skills), attributes, and magic and shit. You can also talk to trainers and pay them to train you in talents you don't have but it all costs ducats and AP. Combat takes place in rounds, you can choose to pause the game each round for a turn based feel, and the game is actually pretty tough. Unlike DnD, you have "wounds" where if you take too much damage in one hit you'll get a penalty to your stats. Magic and special skills are required to get through even the simplest fights because enemies love to gang up on you and can kill you in two to three hits. My only gripe regarding combat is that your health regenerates outside of combat waaaaay too quickly so you can literally beat up on a tough enemy then wait 60 seconds to fully heal. Wounds only go away by praying at a shrine or successfully healing them using a heal check and the more wounds you have + the longer you wait to heal them then the harder they are to heal.
As for other combat options, you can build equipment (alchemy, weapons/armor, bows) which is actually pretty in depth (every piece of equipment in the game has a formula to it). You can also build traps, scavenge for plants, and gut animals for their innards. Traps and status affecting spells are pretty important because they lower the ability of your enemy in combat. Combat actually takes a bit of time to resolve (shortest fight for me was like 30 seconds) so the more fuck up your opponent, the greater chance your tanks and meatshields have to survive. Enemies will actively pursue spell casters so you're constantly switching between your fighters and casters to keep the enemy occupied. There's no "attack of opportunity" here and you can only parry 1 attack with a weapon (unless you're skilled with shields) so if someone starts casting a healing spell then EVERY enemy will stop attacking whoever and gang up on them.
As for the story... uh.... haven't gotten that far yet! The world is broken up into several "zones" (think Baldur's Gate where it's a huge world map and you can click on smaller areas) and they're laaaaaarge. Thankfully only the important NPC's have dialog trees while the random joes have a small little text box (I hate saying the same damn thing to random NPC's that don't matter). So far, skills influence dialog options nicely and there's an entire talent section devoted to social talents but I haven't noticed any "good vs. evil" choices or plot altering quests yet but I'm still in the first REALLY LARGE area.
Graphics are great and the engine runs real smooth. Transitioning between areas takes a long time to load but moving from one area to the next isn't frequent at all so it's not like you're staring at the loading screen. The music is kind of... meh. It's not memorable, it's not ear splitting bad, it's just meh.
For 30 bux it's a pretty bomb game. It's fun, not entirely buggy and stupid like 99% of European RPGs, and it's keeping the dying tradition of table top PC games alive. NWN2 was pretty disappointing but this is everything that game isn't.