Dungeon Siege III Q&A

Gaming Union has dished up a tiny two-question Q&A with Obsidian Entertainment CEO Feargus Urquhart about the challenge, animation, and user interface they're putting into Dungeon Siege III. Since it's so small, I'll just quote the entirety of it:
Gaming Union: (Besides increasing health and strength, how else are you building the challenge throughout the game?)

Feargus Urquhart: (A lot of times when you have a level of difficulty, normal, hard, insane, whatever, you just increase the hit points, so what we're doing is . [giving] different settings for each encounter based upon your difficulty level, and it spawns different things. So what an easy encounter is one that's just melee guys. But if you have melee guys and you throw a couple archers behind them, you haven't doubled the hit points, but you've made the encounter a lot harder now.)

Gaming Union: (Can you tell us about any of the influences behind the changes to the game? You're a studio picking up from another studio's work, and you're adding to it obviously.)

Urquhart: (A lot of the changes are bringing it from the PC to the console. Really a lot of it has been focusing on is that's it's gone from a point and click game which is very different from an animation and how the animation system works. When you're controlling it, you want it to feel good and look good. One of the things we've really had to spend a lot of time on is figuring out how to get all that animation transitioning to look good and feel good. . And the PC will have a PC interface, so it won't just be the game controllers, and we're not going to turn off the controllers, so you can still play co op that way, but we're PC guys, we want to have a really good PC interface. It'll be mouse, it'll be keyboard, it'll be hot buttoned, all that.)