Ok, yeah - the format.
Basically, I wanted to take all my favourite things about rogue-likes, but give them a bit of a facelift. The top down grid adventures are _awesome_ and I love them, but for Darkest Dungeon, I wanted to get more of a storybook or 'moving image' look going on. Inspiration came from the Witcher 2 cutscenes, Guy Davis, Mike Mignola, etc. Intimacy was also a big consideration - the game is built around creating a bond with your adventurers, and becoming invested in their evolution. A rogue-like camera is practical, but it's hard to relate to the top of someone's head.
So we're going for a hybrid approach: You've got an old school grid-based map with fog of war in the lower part of the screen that you use to select your desired destination, moving from room to room. And like the trailer, your movement tracked as a marker moving over tiles. However, simultaneously, in the main gameplay screen everything is presented in side view, like you saw in the trailer (walking through the crumbling halls, smashing barrels, digging through corpses for food, fighting off horrid beasts, etc) . The camera is obviously pulled out further in the game, but the steadycam look and feel is there.
This works on a number of levels: it feeds directly into the positional tactics that make our combat so interesting, it gives a really cool woodcut look to the game, emphasizes the claustrophic vibe, and gives us the retro/easy navigating of a classic roguelike.
Hopefully that makes some kind of sense! We'll roll out imagery and more official information on this soon.