It worried me that Swen said the reason to play evil was to lure of power, that can work, but if it's just getting new boss fighting moves, that's not a great roleplaying lure to me. Without a compelling justification for a character to do 'evil' acts its poor writing. When they talk about how the EA segment of the game has been reworked I hope it's our onboarding for the goblin route. That's been a complaint since day one it seems. That said, I imagine the inner monologues for all the origin characters might be doing a lot of the hard work there too.

Fantasy, like Science-Fiction, and all fiction on some level, is about experiencing logical and moral conundrums, and play acting how different choices and worldviews turn out. If the conundrum is a choice between power for power's sake, and achieving the same thing without it, it'll be as compelling as any of the evil choices in the previous games, which is to say not very.

Releasing the beast to play out great acts of senseless violence is another perfectly fine outlet games give us, most of the people I know who play Grand Theft Auto use it solely for that purpsoe, but it's hardly something to hang a interesting narrative on...looking at you Dark Urge. Thankfully it seems there's more going on there than just a narrative 'in' to murder every NPC you come across.