I've been the overlord for 3 quests in a group of 4. Here's (some of) what we all loved:
- Turns are quick
- There is HEAPS of tactical choice
- Players have lots of opportunities to perform actions outside their turn so there's very little downtime
- There was no feeling that the players or the overlord had to take it easy on the opposition
- All the heroes feel powerful
- All the lieutenants and red monsters feel genuinely threatening
- The component quality is very high
Here's (all of) what we didn't like:
- The rules take a bit of getting used to regarding what does/doesn't take an action
- The Line of Sight rule seems silly (but then again it works for and against both sides)