...that it looks amazing and very promising?
Wondering if it's more tactical than KOTOR or other RPG's is certainly a question worth asking, but the reason people are impressed with it right now is because of what it brings new to the party. There's certainly been a strong push of late towards genuine real-time combat in RPG's (not just small steps like "active time meters" and the like), and since there are lots of games with different applications out there, the jury's still out on what it does. Does AI trivialize player tactics? Can you truly combine party efforts without pausing to issue specific orders?
Some games seem to be pursuing the "play like Devil May Cry with AI companions" route. Some, like KOTOR, have more of a "live control, but where you have to pause and issue specific orders to get any real tactics on the field." They have different levels of tactical, cinematic, and animation success.
Personally, whereas you said of KOTOR that it's "better, faster, and more tactical," I find very little to go by of White Knight Story right now to even pretend to make an overall value comparison, note that "faster" is no ultimate trait that where "faster > slower," and will point out that getting the real tactical depth out of it basically requires that you pause the live action to issue specific commands, switch equipment, etc.
What seems quite interesting about WKS story right now is their concentration on cinematic, flowing, active-time combat. While I may well be off, what I can glean from the trailer is a concentration on positioning, move-timing, likely block-timing (but not in that awful "thrust your shield out" way; you could see in the duel times where the shield blocked the guard's sword, and other times where it slipped by--but not time where it seemed pointlessly hanging out of the way of usefulness as often happens in games), and locking characters and their animations together so the fights look more real and feel more cinematic. It moves at a pace that actually SEEMS real for "people swinging huge swords and wearing lots of armor"--which isn't often seen in the genre--and I think more importantly, moves at a pace where you can see your companions' fights going on around you and try to maneuver closer to help them, or--probably--switch to them to use your own tactics in the fight.
There are indeed any number of pitfalls the game may fall into:
- Every combat could feel more like playing Simon than an RPG
- The slower pace of battles would get amazingly tiring if the game tosses the same number of useless "kill these guys who pose no threat to level up" as other RPG's
- Depending on the length of time needed and menu UI used for the pre-combat set up, you may well still throw yourself too far out of the "live-action feel" they're striving for
- Cinematic fighting may get in the way of tactical fighting more often than not, pointlessly; in the end we ARE wanting to play an RPG here
- The animation may come off too canned and have too few options, which would make them extremely cool in the beginning but very tiresome later on (FF7 and FF8 summons, anyone?)
But overall, the look and feel of it seems very promising, and certainly an avenue worth exploring in the genre. I'd worry more if it were a different developer, but I place eminent trust in Level-5's abilities, as they've been one of the more trustworthy and imaginative RPG developers in this last generation.
I think the game will surprise us all.