Nothing about the gameplay? I've got to say that this preview was useless to me without that. I assume that it's like the Gothic games, but since I haven't played them, that's no help, either.
OK, it's "real-time," but is it an action game? Or is it more like the Elder Scrolls games, where you CAN play more deliberately, if you want - especially if you sneak around with a bow? Sorry, but without info on the gameplay, reading this preview was a big waste of time.
Risen takes a "back to the roots" approach after Gothic 3 failed in some important areas. The fan patches repaired it somewhat, but that's a topic for another thread.
The first two Gothics had a reasonably big world, extremely compact, full of details, with a couple of very beautiful places and brilliant use of the 3D environment. Which made it possible to make the world feel much bigger than it actually was. It's worth noting that everything was placed and created by hand. A hand-crafted dungeon by a capable designer is better than a (semi-)generated one.
The Gothics and the later The Elder Scrolls games are comparable, but the Gothics aim for depth were MW and Obl. offer breadth. G & G2 have deep, memorable characters, pretty good quests, sometimes alternative solutions to the quests, consequences to the choices. Exploration is rewarding and the world is not filled with procedurally generated fluff. On the other hand the world really is smaller, so you cannot play for more than a couple of hours without the main quest. Sooner or later you need to finish a chapter and move on. A chapter change sort of reconfigures the world. Some of the creatures respawn, an FMV is shown, a new objective is given. The world itself is 95% open, if you are clever enough to get past the obstacles in your way.
The gameplay is like all comparable serious RPGs. Dialogs, quests, decisions, a lot of exploration. The action is usually not endless like in a Diablo clone but rather bound to an area, for example enter a cave and you have to clean it; enter a place owned by an enemy faction -> a lot of action. Which leads to factions. The early Gothics both have a long first chapter in which you can explore as much as you like, talk to every faction to find out whom you like, do quests for everybody, understand the whole (political) situation. Then you formally end chapter one by joining one of the factions, the story advances and the games become more linear.