The game is sure getting a lot of coverage, we can now add a Q&A on Gamespot. It's a pretty good read:<blockquote>GS: Like many fans of the team's previous work at Blizzard North, we were intrigued to hear that several members of the team that created the Diablo series were working on an all-new role-playing game. However, like many fans who heard more details, we were shocked to hear that the game would be a 3D game that uses a first-person perspective. Why was this decision made, and how will it work in the game?
ES: Many factors led to us deciding to use a first-person perspective. Primarily, we wanted to create a more-immersive atmosphere, but taking on a brand-new challenge also appealed to us. We believe that there are no other games like Hellgate: London, so we saw a chance to blaze a new trail and not simply create clones of our past successes. We really liked the pacing and reward structure of Diablo, and fans will hopefully be comfortable with the switch in viewpoints, because in most other respects, it is surprisingly similar.
(...)
GS: Tell us about the game's loot and weapon system. Even though the game will be played from a first-person perspective using firearm-class weapons, it won't be a first-person shooter. Could you explain how that will work?
ES: The combat system in Hellgate: London is a real-time system with projectiles moving through space and accurately colliding with targets, but what makes it different in feel from first-person shooters is that player reflexes and aim have only a small effect on success. Weapons have various dynamics to make them effective at any player skill level; some home in on targets, some automatically lock on, some have big explosive areas of effect, while others are just too inaccurate to use in any dexterous way. Character effectiveness will be a blend of equipment, skills, attributes, and "buffs," with just a little player skill thrown in.</blockquote>They've got some interesting ideas going, let's see if they can pull it off.
Link: HG:L Q&A on GameSpot
ES: Many factors led to us deciding to use a first-person perspective. Primarily, we wanted to create a more-immersive atmosphere, but taking on a brand-new challenge also appealed to us. We believe that there are no other games like Hellgate: London, so we saw a chance to blaze a new trail and not simply create clones of our past successes. We really liked the pacing and reward structure of Diablo, and fans will hopefully be comfortable with the switch in viewpoints, because in most other respects, it is surprisingly similar.
(...)
GS: Tell us about the game's loot and weapon system. Even though the game will be played from a first-person perspective using firearm-class weapons, it won't be a first-person shooter. Could you explain how that will work?
ES: The combat system in Hellgate: London is a real-time system with projectiles moving through space and accurately colliding with targets, but what makes it different in feel from first-person shooters is that player reflexes and aim have only a small effect on success. Weapons have various dynamics to make them effective at any player skill level; some home in on targets, some automatically lock on, some have big explosive areas of effect, while others are just too inaccurate to use in any dexterous way. Character effectiveness will be a blend of equipment, skills, attributes, and "buffs," with just a little player skill thrown in.</blockquote>They've got some interesting ideas going, let's see if they can pull it off.
Link: HG:L Q&A on GameSpot