Yes, a third thread about the game, *yet* it is worth to listen, as I see many ideas I always wanted to see in an RPG.
Another interview and I am turning into a fanatic and if I won't have 3dsmax by then to create a fanpage, I'll shed some innocent blood.
Most of the information comes from Idle Thumbs
First, the most important thing about Kult
: There are [color:"red"]CLOAKS
Now this: It seems you won't have to change weapons like shirts: thanks to Attunement, you may literally learn to kick donkey with butterknives. I always thought about this: in most fantasy novels and movies, the heroes always carry the same weapon for the duration of the said book/movie. Then why do I have to change from a +1 sword to a +2 axe to the Slingshot of Many Gherkins?
Then the philosopy: there are no Greater Good or Greater Evil. Everything is more or less in the shades of gray. It's one of the things I liked in George Martin's books.
Another interesting idea may be found in this quote:
What is the "dreamworld"?
It is a parallel dimension which is only accessible by mages, equivalent to an astral plane. The spirits of the dead linger here, so you can often talk to ghosts and get a different perspective on things.
Lastly: The game is published by Project Three Interactive.
Those who played Jazz Jackrabbit 2 should remember that Project Two was disbaned after they finished working on the game and reformed under P3 <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />.