Pardon the intrusion, but I've brought up a few points in my prior discussions of this game which were not addressed in the interview. I am curious:
1) How are saves handled in the game? Are we talking a save-as-you-go type system as Diablo. A save-and-reload system (which I hate). Or a checkpoint system (which I hate even worse.)
I am somewhat disappointed in food only causing you to "drag" if hungry. In a day and age where Bioware RPGs allow you to take back every choice you make, I think Underworld could take a page from Dark Souls in limiting to you to your decisions. If you burn that bridge, for example, you cannot go back across it. A save-as-you-go system might work, in this case, or something more creative, such as the bonfire system from Dark Souls 1.
Games have become too RPG-"lite" in recent years, and forcing you to adhere to your decisions stands out, in an age where every decision is forgivable, and reversible, in the end, and thus you end up with the same experience as the game finally reaches a tunnel towards it zenith, rather than choices being a permanent decision that affects outcome. It need not be as masochistic as Dark Souls, or a rogue-like, obviously, but such a save-as-you-go system actually adds replayability by limiting you to your choices, making the next playthrough a separate, but equally dynamic, event.
2) Are sanity effects such as EYE: Divine Cybermancy, Amnesia, Call of Cthulhu, Darkest Dungeon, et cetera, going to be instituted into this game? It makes sense, in a game which emphasizes survival mechanics, and claustrophobic, underground environments, to add pacing and suspense, so you crave that next bonfire, or whatever, to restore you to full mental health. Realistically, developing claustrophobia in a game might might you run frantically, heights might create vertigo, or fear of darkness might make you start casting fireball or light spells, or banging against the wall with your sword if you become paranoid, thus drawing undo attention, and adding a layer of suspense to what is already, in part, a survival sim, along with a sandbox RPG, all set in an underground environment. Given the dungeon-like nature of the environment, such an environment should have such an effect on a person's psyche, and it emphasizes the survival aspects of gameplay, adding a sense of urgency, as the entire game is played underground.
3) As the game uses minimal dialogue, which I am in favor of, why not suggest the use of narrative symbolism, as an allegorical alternative to direct storytelling. As I recall, the story told itself through symbolism in both Silent Hill 2, and and Dark Souls, with its raven flying overhead, leaving the story dynamic, and open to interpretation, as well as emergent by its very nature. Being thrown in a cavern is compelling enough to explore, as long as their is a sense of urgency, or survival, without undo narrative, or everyone undoing the atmosphere by telling you their entire life story, as if they are reading from the Koran, or Holy Bible. Seeing a man in a flesh straitjacket, such as in Silent Hill 2, is a perfect way of telling the story without telling, by allowing the player to piece together symbolism, something many western RPGs could borrow a page from.
Minimalistic dialogue worked to the benefit of both Dark Souls, and Witcher, as it left the story very open-ended, as in, what you get out of it is what you explore, seek, and discover, rather than didactly preaching it to your face like a street preacher.
4) With every class being able to combine skills, to form hybrids, what is the point of having a class system at all, rather than allowing emergent development. It seems superfluous, as in the case of System Shock 2, and artificial as well, as it detracts from the narrative freedom allowed by player-driven choice, rather than allowing the player to simply to take his character in the direction of his or her choosing, avoiding a set path or archetype, but still personalizing, without unnecessary titles to get in the way of an emerging, but unique, set of skills, and thus player-driven choice. In this case, direct involvment with the character seems more important, rather than a title, which loudly pronounces itself as an archetype, and artificially constricts you to one archetype, rather than allowing you to build a unique hybrid, with no limitations, or titles, upon which you can project your own personality.
Adieu,
Dawnrazor