"I wouldn't want it to be more realistic even if its just the backgrounds because the soldiers would look out of place"
The foliage in the videos looked sufficiently cartoony. If they can stick to their texturing style without falling into the bump-mapped FPS trap, I'm happy. The game visually looks great at this stage, especially with the extra objects littered along the paths. As long as they continue to EMBRACE THEIR ART STYLE in all areas, the looks will only get better.
"That was a Cube devkit the only thing I can think of is that the size of the disc really did hurt them more then they implied to everyone."
The first game had lots of variation in level design. The only obvious limitations were texture memory, polygon output, and AI CPU resources. The disc capacity has NOTHING to do with that.
I have seen the footage where the Remote is used as an onscreen pointer to select the units at bottom-roster. I'm indifferent on its usefulness.
I noticed the Dpad is used for digital selection of the units. That's an improvement over the C-stick since you won't be sliding and overshooting your unit icons.
I haven't seen footage on using the Remote as a pointer in a map or overhead view for squad controls. I want to see how it works.
I want to know if they'll improve the tiny indicators on their GUI. I'd like the indivisual soldier icons to be bigger/clearer. I want to see some kind of labeling system to display when I split up an individual unit, so i can keep track of their position on the field. Like, if i tell 2 tanks to sit at 2 different corners of a fortress, they should show up as "A Tank" and "B Tank", on the field and in the unit roster. The original icons were a little small and sometimes i would confuse "holding" with "idle" (holding = waiting for your command; idle = a specific soldier was told to do a specific job and finished it, so he's waiting to be manually returned to his parent unit).
Exciting stuff.