The change to turn-based combat baffled me until I read farther and saw that you were controlling two characters. The real-time attempt for controlling two characters in Beyond Divinity was a bit tricky to manage.
... and then I read the part where one party member could get into a turn-based fight which other one could go off and ignore, still playing in real-time, and I was baffled again.
I'm not a huge fan of turn-based combat, but I enjoyed the Fallout series just fine, and this looks like it's following the Fallout "action points" model which worked there.
AND turn-based is ideal for performing combos to attack. I really do not understand everyone whining and saying they'll never buy the game because of that.
The game looks fantastic. I did like the 3rd-person over the shoulder view of Divinity 2, but again, two characters to control has this making more sense.
Looking through the Jeuxvideo site... is this shipping with the map editor? It looks very much like the Morrowind map editor, and I know how to use that!
To whoever theorized this: the game can't be about the birth of the Dragon Knights, even the very youngest of Dragon Knights are FAR older than Zandalor.
(And also this may be where the totally new part is. Does anyone recall any RPG with a couple who are paired up/married right from the start as the leads? I don't...)
Final Fantasy IV? I think it had Cecil and Rosa as a couple before the game started, although she didn't join the party for a few hours.
Turn based combat is always either boring or ridiculous. I've seen both.
The 'ridiculous' comes in when the bars advance very fast, there is no pause when it's your turn and you need to move through several menus to get at things like healing - which means you have no time to use any abilities except hit fast and hope like heck they die before you do.
The 'at least slightly boring' comes in everything else. With the traditional 'everyone stands in a line' JRPG approach, there is no tactical element whatsoever and no real strategy, either. Your group is either powerful enough, or they are not.
So, there's this game called Fallout... It uses a thing called Action points, it's a pool each character has that can be spent moving or performing an attack. Each character in the party had their own pool of Action points.
You could move each character separately to position them better (out of the line of fire of other teammates).
It worked very well, and that game only had guns and melee attacks, never mind magic, never mind magic that could be combined to attack or defend.
Alrik - I did mostly play the Divinity games in real-time, only occasionally using pause, but pausing did come in handy some times for priority target selection.