Dungeon Siege III Interviews

It looks like there are a few more interviews available for Obsidian’s upcoming hack ‘n slash sequel Dungeon Siege III. F irst, Australian Gamer offers a six-minute video interview with associate producer Nathan Davis, mostly covering the basics of the game:

Next, IGN chimes in with this interview filled with reader-submitted questions:

Fallout: New Vegas was about desperation and hope. Alpha Protocol was about trust. What are the main themes of Dungeon Siege 3? TheVelvetAnt

Wow, that’s a well-thought out question! Way to go VelvetAnt on that one! So, a lot of what we do in Dungeon Siege is about kind of the consequences of loyalty; like what is the real truth to what happened with the Legion way back and how it has a big impact with what is happening now. If we were talking to our Creative Lead he would have the best one word answer for this I’m sure [laughs], but a lot of it has to do with this idea of what is justice? Is it vengeance? How are you building a just Legion, and what is the proper way for you to act as that Legion authority. You have lots of decisions throughout the game where you’re deciding. There are certain points like at Stonebridge where you have to decide how you’re going to interpret a law. Are you going to be benevolent to this person or are you going to be benevolent to this other person? Who is actually right? And there are a lot of grey areas in between, so it’s the idea of justice and loyalty and how those things work together that end up being very important.

And, finally, Siliconera has an upcoming interview with Square Enix USA’s Director of Business Development David Hoffman, and posts a tidbit on the revival of the Dungeon Siege franchise:

“We wanted to take a franchise that had a rich history that wasn’t really being utilized right now and re-introduce it to the current consumers through the consoles, which Dungeon Siege hadn’t been on before so there was an untapped audience,” Hoffman answered.

“And, to be perfectly frank, I looked at a bunch of genres that were on the consoles. The dungeon crawlers were like whittled down to almost nothing or not even available [on consoles]. It seemed like to me that I and ultimately Square had identified a genre and a market that like the rest of the industry just glossed over. It was a real opportunistic situation.”

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