The video tutorial is up. It's interesting and very well done, though I would have preferred they got the voice from the Rogue Squadron games to do it. Would have been awesome! Though that would have been an unnecessary external cost, I'm sure. Much cheaper to let a current employee do the voice, assuming that's what they did.
But the video did bring up something that's been bothering me about the rule book and this video: firing arcs.
Whenever we see firing arcs with range increments indicated, the range increments follow the same arc as the internal firing arc guides. However, if you physically move the range guide around your ship's base, and within the firing arc, while trying to maximize distance, you can't get an arc like they always illustrate. Instead, you get a long, flat surface out front, corresponding with the face of the ship, and then rounded corners as you pivot the guide when it reaches the edge of your base. Is this making sense?
The same would go for distance to other fighters for target locks and such. In those cases, you don't have 3 concentric rings of range, but 3 concentric squares with rounded corners. Sure, the circles look prettier, but the rounded squares would have been more accurate. If they had wanted circular ranges, they should have made the bases circular and had the ends of the maneuver templates also be rounded to fit those bases. That would have caused a problem with medium-sized ships, however.
Anyway, the object of this rant is not to say anyone is wrong or FFG should have done things differently. I just want to point out what may or may not be obvious to my fellow gamers: maximum distances in this game follow the path of a square with rounded corners and not circles.