Their AI system sounds intriguing. But ir eally want to know what sort of tree-noding it takes for an npc to decide whether or not to go to church, like they mentioned
It does look remarkable, however so did ES3, and that one i just uninstalled last week along with its two expansions because i quite simply got bored as hell of it and hadn't played it in a few months. There are a few things they /must/ improve with ES4.
- Dialogue. I got so incredibly tired of that stupid give you a whole list of ever-expanding keywords you have to spend 2 minutes scrolling through that you can ask people, who in turn respond with wikipedia-style stubs about x which tend to be exactly identical paragraphs for most things from most people. At the very very least have them split up into trees eg People Places Things so the list isn't just one massive stupid thing.
- Mobs. It got so incredibly boring running around this massive world, which somehow only had approxmately 9 different species which lived all over it. Yes, there were a few only found in certain places, but as a rule any mob could be found anywhere. [eg the hateful things what are cliff-racers]. Regionizing what mobs can be found where at the very least would help. Even with the GIANTS and Wilderness mods installed i, it still got very old.
- Panoply. ES3 had an unbelievably limited variety of basic weaponry and armor. Which i realize is not an entirely un-realistic thing, but it to go the point where after one [relatively quickly] acquired a good set of glass armour, there was never any reason to even so much as look at anything else. Somehow glass armour was the most unbelievably protective [and yet Light] armour known to man. After finding this, eventually the only thing i ever switched out in terms of protection was for a magical Cuirass of the Saviour's Hide i found somewhere.
Similarly, after enchanting a dwemer halberd [into a Poisoned Pointy Bamboo Stick], there was never any reason to so much as glance at anything else. The variety of clothing at least was very nice, unfortunately for some reason they decided that all that stuff mostly should be worn /under/ your armour so it never really got seen.
On a side-note, the lack of feet/headwear for the non-human races was a bit peculiar. I mean, not all armour is made by humans, it doesn't break my mind to think that the non-humans might make armour suited to theirselves. At the very least give them some sort of foot-wear which isn't a boot per se [maybe even anklets or something], the fact for instance that as an Argonian i couldn't wear Boots of Blinding Speed was rather sad, though i did find the greatest bamboo Gondolier's Hat ever [on the corpse of a gondolier even! >.>]
- Magic. If it even must be included in anything beyond an alchemical/enchantments/relics sort of way [which were good mind you], make it viable, every single person i knew who tried to make a mage wound up having to lug a sword around to kill things anyways.
- Combat. Do something about this, for the love of qod. What the hell happened to Redguard with weapon-specific comboes and move-chaining and finishing moves and such. Why the hell did it turn into jump;stab;stab;stab;repeat;!;!;!;!;!;!;! ad infinitum.
- Stability. My qod. I have /never/ played a game which crashed /anywhere/ near that often and quickly.
I realize that many of those issues can be at leat somehwat addressed by various modifications, but still, at least try to get it right this time instead of having everyone else have to try to fix it for you.
[/rant]
Also, I can kill you with my brain.