It's really great seeing Tim Cain and Leonard Boyarsky this excited about a game again.
I really appreciate their focus on reactivity. RPGs like Fallout and The Age of Decadence, despite being short, really come alive with the range of logical actions you can make at any time.
The one thing I'm really hoping for is for the game not to telegraph all of your choices. One of the best moments of reactivity in Fallout is
the choice of whether to give up your Vault's location to the Water Merchants. The game only makes it appear that you're buying water caravans for your Vault. You have to make the assumption that giving out this information might be something you shouldn't do.
Kingdom Come: Deliverance excels at this. When you believe in the world, you're encouraged to make logical decisions, even when it's doesn't explicitly tell you you're making one. And when you realize that these choices actually mattered, it's one of the most rewarding things that can occur in a game in my opinion.