Here is
https://www.youtube.com/watch?v=rExnZUzTX7E30 minutes of pure non comented gameplay.
Looks interesting i have these thoughts:
* minimap - there should be 2 on split screen but one on whole screen. (two the same minimaps on the screen are redundant)
* Combat and skill bar - in case of combat on the whole screen - the second player need his skill bar visible and available, so he could choose the skill/ swap the bar in advance ---> the game would be smoother (less waiting one oeach other)
* if there is a fight on split screen both screens - the left screen the upper queue bar overlay the minimap.
* is it DX11 already? It looks inferior to me. Even curent PC version. Somehow gray and blurry
* 360 degree roation - i dont like it. The player should play the game. Player is not a film maker camera man. The less non play controls is better. In fact I would be glad if level designers and engine camera programmers do thay job and introduce such a design that I dont need rotate at all. I can fully understand that some games in early 90' needed so much to impression that they are actualy 3D so everyhing must rotate. But its not needed already. Please re-consider in the next RPG such interface that do not rotate or zoom by user.
* in 19:50 when he trys to ressurect a mate - he rotates the camera wildly - he just cant hit a spot - its a minigame or what? Exactly what I say - camera rotation doesnt help the gameplay. Player just fight with interface instead of enemyes. Personally i would go nuts in these situations. As a quick fix now, I would recommend add default form of targeting for any spells/skills the "click-to-next/previous-available-target" interface. But keep free targeting as fallback. Anyway, avoid mouse like targeting for gamepads as much as possible.
Feel free to add your feeling