Some of this is highlighting features we have already seen in gameplay ( choosing to switch to TB mode outside combat, and the move from party-based to individual initiative ).

I definitely like that the lighting and shadows are dynamic; in the first gameplay it looked like it might be pre-baked. Stealth looks a lot more viable now, which might provide some interesting opportunities for traditional role-play elements ( e.g. slip past potential enemies, steal keys, open alternative safer routes etc ). Depends how it's used.

Pleased to see attention to speeding up combat ( shortening animations and overlapping turns where possible ), as that is my main concern with TB combat. Also interesting to see that the MP mode has the option to play short-handed by having party members AI controlled.

Extending this AI option to SP mode such that you can turn AI on/off for each character ( maybe via a button on each portrait ) would be welcome, as it would allow you to choose how much or how little control you want to apply, depending on your RP preferences, and possibly the current situation. In extremis, if that is not implemented, I suppose one can play MP with just one player to get an AI party smile