There was a comment on the youtube video that, while crudely put, deserves some recognition - if we can at all avoid a zombie-ish apocalypse as a looming threat in the Eternity storyline, I would be very pleased and doubly grateful. What is it about the undead that make them restless every time there's an adventure to be had?
That said, I expect good things from the story, and truth be told I can put up with any number of tropes if we can but have player choices that relate to their character's (perceived) personality instead of subscribing to the tired and arbitrary "good / evil / neutral" trinity. The Witcher games, for instance, did a great job of creating a world of moral ambiguities - but the dialogue and story suffered because you were tied to this rather apersonal and boring character. In Dragon Age (the first) most dialogue choices would lead to largely the same results (as does, indeed, most any branching dialogue trees - they are immensely difficult to write) but there were a plethora of different...spins or moods. I had envisioned my character as sassy and disorderly to the outside, a character who loathed authority, but ultimately had a good heart - and found to my surprise that the game would let me play the character just so. The outcomes were, perhaps, identical to the ones a two-dimensional goody-two-shoes would have gotten - but I got to experience them with my vision of my character intact. This is something I found immensely rewarding and would like to see again.
Furthermore.... Wait. Oh dear, did I just start arguing dialogue construction in a story post?
I did, didn't I...
My apologies.
Consider then my standpoint this:
LONG TERM NON-APPARENT CONSEQUENCES PLZ!1