Just finished the demo.
* Combat.
The areas allow different angles of approach and have varied terrain with elevation, cover and choke-points for more tactical approach.
It's very promising, but it was not required on the demo difficulty though.
Enemies seem to approach from different sides and attempt to surround the party.
Nearly every encounter had additional spawn waves of the enemies.
I hope the game won't rely heavily on "reinforcements from nowhere" the DA2 style.
I liked that there seems to be more "object interaction" as a part of combat encounters.
Like the optional crab encounter where you can destroy the "crab den" to prevent it from spawning more crabs.
It would have been cool, if it did not run out of fresh crabs by 2nd round.
* Exploration.
As someone already pointed out before, I also noticed how the Mayor warned me againgt looting her house.
I took everything that was not nailed down just to see her reaction, but she never mentioned it again.
TA still goes against human (and especially dwarven) nature to give us loot that should not be looted.
If it's in a chest, I want to have it myself damn it, not rely on some "dungeon helpers" picking it up some time later.
Who knows if they are trustworthy lot?! Would those cleaners bring me stuff if I skip looking inside chests or won't check bodies for loot?
At least let us have something like "zone stash" the way Owlcats do, so we know what items are marked to be carried out by the janitors.
Lots of stuff has no clear purpose. There are like 3 different kinds of shells.
Should I pick the to sell later, would they be needed for some quest?
What about books and maps? Some are even mentioned in the party banter, but can not be read or otherwise used.
* The really important stuff!
Myzzrym
The dwarf model is ok-ish, but would be much better with broader shoulders and/or more massive hands.
Otherwise dwarves look like scaled down humans.
Also Knut, being a respectable paladin and all, could use a better groomed (not so fuzzy) beard.