Masters of the Broken World Previews and Developer Walkthrough Video

Despite the fact that Unicorn and Snowberry's Masters of the Broken World was on display at this year's GamesCom following its announcement back in July, we really haven't seen a whole lot of coverage for the King's Bounty-inspired TBS/RPG. A little Internet sleuthing has dug up a couple of articles shedding some more light on the game, though, including this new preview on Rock, Paper, Shotgun:
The game's split between a Civ/Total War-esque meta-map, on which you might be waging wars on multiple fronts (so a diplomatic approach of sorts will be required to keep this manageable) and turn-based battles in the vein of Heroes of Might and Magic but with a greater emphasis on stuff like terrain type and stamina. You'll need to think tactically to win, whether it's hiding your healers in forests and putting archers on hills or just resisting the urge to spam the enemy with your stronger units, else you'll wear them out.

Heroes are in the mix too in fact, you can't move an army unless one is attached. You can only have up to four at a time, and they're incredibly expensive as well as powerful. They're not all combat-orientated either, so you'll be picking different types dependent on your intentions for instance, the Rogue excels at diplomacy and exploration, while the Commander can't look after himself in a fight but does enable you to have a bigger army and range of support powers. On the battlefield, these guys are incredibly handy, but all too mortal. Come their death, you'll have the option to expensively resurrect them later or recruit someone new.

And then we head to Destructoid for an earlier preview:
Contrary to HOMM, you won't build hundreds of weak-but-inexpensive units; instead, every unit is simply one unit with its own upgrade system. Essentially, they act as mini heroes. Units are of different alignments, and the units you use reflect upon your own alignment. Use creatures like orcs and other monsters -- instead of priests and human units -- and your alignment will shift accordingly.

On the Shard's overworld, you can move your hero's army around to other provinces, which pops up a kind of quest and choice screen similar to how King Arthur did it. Some provinces may ally themselves with you by fulfilling a quest somewhere else, others might need to be paid off, and if you want you can just attack them with brute force. When you choose the latter, you will enter a King's Bounty-like form of combat in which the terrain of that province on the overworld defines the terrain in combat.

Before finishing things off with an excellent, nearly fifteen-minute developer walkthrough video on GameTrailers.