On the hand-to-hand skill
People's opinions of Hand-to-Hand sort of coincide with their expectations of the skill and how it should work. For a lot of players, when they think Hand-To-Hand, they picture the weakest form of attack available...sort of what you're left with when you play a first-person shooter and run out of ammo.
But for others, Hand-to-Hand is associated to battle-hardened martial arts monks who can use their very hands as deadly weapons.
In Oblivion, we're definitely going for the latter. I've playtested a character through several levels using solely Hand-To-Hand and it's very sweet, and it just keeps getting better the higher the skill.
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On scale and landmass
The problem is it's hard to have a real sense of what 16 square miles is... in a video game or in reality.
I'm a game designer, not a surveyor, so really a value like this doesn't mean much to me. How many square miles is Vice City? Or North Korea in Mercenaries? Or Westfall in World of Warcraft? I dunno... but as a gamer, they all felt plenty big to me.
But I do know that the Oblivion game world is huge. Wandering through those forests/swamps/mountains -- trust me, the last thing you ever feel is that the world is too small.... And it's not empty big, either. It's chock full of Elder Scrollsy goodness big.
And, also keep in mind that the square mileage of the exteriors doesn't even take into account the combined square mileage of all the interiors you'll traverse.
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On the Dark Brotherhood
DarkQuiksilver wrote: "The Dark Brotherhood is evil, in the same way that hitmen are evil. They're not evil by nature, but what they do is evil."
DarkSilver is essentially correct. The members of the Brotherhood are primarily evil simply for the fact that they accept money for the taking of innocent lives... that's a pretty heinous act in any culture!
That being said, throughout the Dark Brotherhood, there are a variety of quests -- some more blatantly "evil" than others -- and the player will have additional opportunities, both through action and dialogue, to further develop his/her character as really evil... if that's their choice.
Overall, as mentioned before, the questline is certainy more sinister/more evil than Morrowind's Morag Tong, by a long shot. In Morrowind, assassination was sanctioned through the writs. In Oblivion, when you murder for the Dark Brotherhood, you're mocking the Empire's established laws.
All hail Sithis!
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On the stealth aspect of gameplay - ye ol' comparison with Thief
In a game like Thief, there is one core gameplay system -- stealth. The entire game is predicated on the fact that the player is sneaking, in the shadows, for the entire 20-30 hour gameplay experience. EVERYTHING takes a backseat to that mechanic. Heck, in Thief 3, it was decided there wasn't enough development time to properly devote to decent sword combat, so it was cut -- but it was done so because even that wasn't as important as the core stealth gameplay (which is much better suited to the dagger anyway).
In Thief, every tool (water arrows, flash bombs), every scenario (breaking into a bank, stealing a jeweled scepter), every moment of gameplay (hiding in shadows, taking everything that's not nailed down) focuses on the player as a thief character.
Fast forward to Oblivion...a HUGE next gen RPG where you can be a thief...and a knight, and a barbarian, and a wizard, and an assassin, and a merchant, and an alchemist, and.... *phew!* That's a lot of different types of gameplay, and a lot of different gameplay systems. So instead of focusing very narrowly on one gameplay system, Oblivion focuses on several.
So, to that affect, it's just not even conceivable that Oblivion would offer a stealth system as fleshed-out as the one in Thief. Keep in mind that half the people who play Oblivion won't even CARE about the stealth (heresy, I know!), but that's the way it goes.
Now, that being said, stealth-lovers have definitely gotten some serious love. There are two main stealth-driven quest lines (Dark Brotherhood, done primarily by me, and the Thieves Guild, done primarily by Bethesda veteran Bruce Nesmith), tons of stealth-based scenarios (you can steal and assassinate to your heart's content), and a complete overhaul of the stealth system in general (lockpicking minigame, sneaking that takes into account NPC/monster line-of-sight, sound, light/shadow, and player skill.)
So no, the stealth isn't completely like it is in Thief. There are no rope arrows or water arrows. You don't blackjack people from behind. But there are tons of things Thief has never offered -- the ability to talk to people and get quests/influence them; a huge open-ended world that's yours for the taking; spells and potions you can make yourself that are completely stealth/thief/assassin oriented.
In the end, there's a big difference between both games, but I guarantee fans of Thief and thiefy gameplay in general will have tons of fun things to do in Oblivion.
As an aside, there's one other thing that's worthy of mention. Before I ever worked on the Thief series, the most enjoyable, immersive experience I had playing a Thief in a video game was my cat burglar character back in Daggerfall. It was those experiences that helped shaped my work on Thief. So now things have truly come full circle.