Well it's in the game. A dragon has thrown a giant into the air in my game, and has also thrown me in the air, killing me in the process. It's in it.
The kill animations are really bad game design though. I was healing myself when a dragon managed to trigger a kill animation against me through a small wall I just jumped behind. As it picked me up I could see my health continue to increase from the spell, reaching about 90% before my character died instantly as the kill animation finished. No way any dragon attack would oneshot me from 90%, and a non-kill cutscene attack would have missed anyway due to my character being out of reach when the attack finished.
Also, the controls may freeze for a long time if you would get a kill animation but there's no path between the characters (which can happen when attacking something in a cage).
I am ok with the animations, what pisses me off is they promised DX11 optimizations and 4 cores support, just try disabling 2 cores in Task Manager and see how much fps you lose... "0", tried already in 3 PC′s... it is obvious the game does not use 4 cores at all.
In many situations the game's CPU load is more consistent with a nearly single-threaded but D3D call-heavy program, really. Because 3D API calls are asynchronous, the driver can run in the background processing the data it's been sent, and so even a completely "single-threaded" D3D or OpenGL program will appear to put heavy load on two cores.
This isn't very surprising in the GPU-limited indoor areas, but on most systems the game could easily afford to have one core handling saving games or preloading when you approach doors to eliminate most loading screens like Witcher 2 did.
The game might run just fine on a single core most of the time if it wasn't so full of unoptimized code (like the stuff TESVAL fixes to some degree) and the level design wasn't so inconsistent with rendering complexity.