It will be difficult for them to get the ones who love Dragon Age Origins to say "wow this looks amazing!" and gain new fans to replace old ones.
Here they're going from direct to indirect, a genre with broader appeal to one a bit more narrow.
Note that i watched only the "fight smarter" part in the last posted video, i haven't really watched any Greedfall 2 videos so far mainly because i wasn't
that interested in the game when i learned it was a prequel - especially one that felt like Spiders' new overlords pushed them to make as this is the first time ever they made an actual sequel (or prequel) for their games and instead they always made up new worlds/settings for their games (exception being Technomancer but while technically it is in the same universe as Mars War Logs, in practice the setup feels very different). It kinda felt less creative compared to their previous works, IMO.
If anything having a new combat system is the most interesting thing i've heard about the game, but aside from that video segment i haven't really looked anything else. Is there something i am missing? Please explain if so because i don't see what the issue with the ~1m part in the video is all about.
From what i can see, this is basically a realtime system that you can pause instead of a system where everything runs in discrete "turns" that happen automatically and you can pause that automatic passage of time - think more Mass Effect 1 and less Neverwinter Nights 1. It seems that you can give commands to the PCs - like attack (which judging from the UI, it even uses the A button in the xbox gamepad which is a common attack button even in pure action games) - and there is some way for these commands to stack when paused using action points to define how many commands you can stack (many commands where each uses a few action points vs a few commands that each use a lot of action points). Some commands also seem to have cooldown timers (i saw one with 40s for barely a frame in the video), which is something i've seen in a lot of games the last couple decades -
i think including Spiders' previous games.
TBH i don't see what exactly is the issue here - is something that was posted elsewhere? I was playing Dragon Age Origins a bit just a few days ago and based on the video segment i mentioned above, it basically looks more or less the same - if anything it looks more "direct" (to use Roguey's term) since judging from the UI you seem to be able to just move next to someone and press the attack button (like in most ARPGs) whereas in Dragon Age you have to click on them to give the command to your PC to move there and attack. And in Dragon Age Origins you can't stack commands which is always something that Neverwinter Nights had and i missed, so seeing it in Greedfall 2 makes me think it is even better there (though it loses points by seemingly lacking somethnig like Tactics - something i wish pretty much any game where you have a party would have, including turn based ones by setting some party members to work with tactics rules automatically instead of waiting for you to explicitly give commands - though perhaps it is just Spiders not wanting to scare people away by showing what is basically a primitive visual programming language :-P).