Chronovore liked Deathspank and I thought the demo was funny and enjoyable (just a bit ugly on PS3). That's good enough for me 
What was funny about Deathspank. Tell me right now.
Finished
Deathspank. I enjoyed it, I got my money's worth. The writing and voice acting were good, occasionally great. When dialog is re-used, any humor value it has is rapidly depleted; meanwhile, preparing one-off dialogue is rarely cost-effective. Humor is difficult to pull off in games. My favorite writing was consistently in the item descriptions, which "made me feel warm and fuzzy inside." My least favorite writing and voice acting was for Deathspank's matronly overseer, who seemed stolid and out of place.
The art style of the world is my favorite aspect of the game. The monsters were appropriate to the style, the NPCs had a consistent look which was well represented in their 3D models and their illustrated 2D portrait insets. But the vibrant, heavily parallaxing world, always rotating speedily around as I traveled, gleefully exposing its nearly flat components like an endless pop-up book is really what fished me in and kept me. I want to give the art team an exploding high five.
While it's a good game, and a beautiful game, it overstayed its welcome by becoming boring on Hard yet still requiring two hours of unchallenging grinding against its hardest-hitting monsters to fill Level 19's XP bar and get the Level 20 Achievement.
Here are some mildly spoiler0ish requests I'd like to make to the game designers:
spoiler (click to show/hide)
Don't hide quest completion points.
The game gives very clear hints. Unless you're playing the game in long sessions, it is difficult to remember where places and people are. I had a half dozen finished side-quests, and didn't know where to go to say, "Hey, dude, your package is delivered/dragon slain/sabertooth donkey sashimi is ready." During gameplay, if you can talk to someone, they have a comicbook-style word balloon above their head. "!" means they have news, "..." means they're waiting on you for something, and a green checkmark means you've finished something for them. Just putting that checkmark on the nearest teleport booth location would be a huge benefit to the player. Once they're in the general region, they can find the NPC on their own.
Don't make quest targets unnecessarily unclear.
There is not a lot of difference between "Demon Door" and the nearly immediately subsequent "Demon Gate." I set the game aside for a bit, when I came back and could not figure out how to progress because I assumed I'd cleared the Gate when I'd actually cleared the door. There's another item for the World Map: put a lock icon where an obstacle exists, so players have a clue of what to do. Or, you know, don't name things so similarly. In a later quest, demon lord "bits" are required, so I figured it would be in the Demon locations I've already been sent to repeatedly. I went and cleaned out the Demon Camp, the Demon Mines, and the (still more) Demon Mines, expecting that the lord would be added in there for the quest. Nope. He's spawned instead at a site which appears to have been added solely for the purpose of having a place to kill a Demon Lord... which could have been anywhere in the Camp, Mines, or (more) Mines. Which brings me to the next complaint:
Don't break your game's internal rules, especially in the end-game and just for one sidequest.
"Obtain raw Sabretooth Donkey" I assumed there would be a timer running for delivering the dead donkey meat, but it actually meant the creature must be led back to the quest-giver. In every other instance, leading a monster away from its initial location will result in (a) pursuit being abandoned, (b) retreat to initial location, (c) becoming invulnerable until reaching their initial location, (d) their hit points being reset to initial value. The lesson taught to the player consistently is to kill it without leading it too far, because it will not follow, and it will reset itself. The donkey requires the player to assume the rules have changed, without ever explaining why.