About the game's combat (I stole this from RPG Codex who stole it from VG247):
McComb explained, “What we’re favouring for combat is a phase-based combat system. But how we’ve approached it is we want it to be a stronger combat system than Planescape: Torment had. We’ve defined the main characteristics, so we want there to be strategic elements.
“By ‘strategic’ I mean the customisation of your character outside of combat, like your choices in terms of what class you are, what capabilities you have and what equipment you’re using. Within combat we want tactical decisions that are planned.
What you do away from the battlefield will also have a profound impact on how characters behave in combat, similar to Obsidian’s Neverwinter Nights 2: Mask of the Betrayer.
“We also want a tie-in with the narrative,” McComb continued. “There will be aspects from the creative side that influence the gamplay. One example of this is what we did for Mask of the Betrayer, with you being the Spirit Eater, and having powers that had effects on combat that changed depending on what you did outside of combat.
“We want to have a focus on the quality of combat encounters over quantity, so this isn’t going to be an action RPG where you slay mobs of minions and get lots of treasure. The combat will be relevant to what’s going on.
McComb explained that combat will also be avoidable if players wish to use words, rather than weapons, “In the tradition of Planescape: Torment we want combat to be avoidable in many if not all circumstances depending on the choices you make.”
Interesting that Colin doesn't mention the option of turn-based combat at all...