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Two Worlds II Info Bundle

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Two Worlds II Info Bundle

Preview - posted by VentilatorOfDoom on Sat 10 April 2010, 19:03:12

Tags: Reality Pump Studios; Two Worlds

Two Worlds Vault interviewed Reality Pump CEO Mirek Dymek about exploration aspects

<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">TWVault: So we’re basically talking about one of the biggest – and most seamless - free-roamer out there. Exploration-wise, we’ve seen sailing, swimming, horse-riding, teleportation and on-foot transportation.... There’s also been some talk about a few other methods, namely flight. Will the players have the above-ground ‘airborne’ exploration?

Mirek Dymek: You've nailed them all... sailing, swimming, etc.. We haven't implemented flying into “Two Worlds II” - but the idea has been in our collective heads for a while now. Never say never :)… Sailing is the main method of getting from island to island. And for the very bold explorer, there are one or two islands that aren't even on the map!

and the combat system.

<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">We simplified the system, but it still gives a lot room for flexibiity. First type of attack – “clicking” – can be repeated, and will chain a sequence if timed right. There’s always a chance for a critical hit, which is ruled by a special skill; when performed, critical hit will be signified by a cinematic camera view and special effects. Then there’s an active block. It can be used to passively soak the blows, but you can add a “click” attack to it. Time it right, and you have a counterattack, which will use opponent’s opening immediately after their attack, which is another type of move. Now, the enemy can ALSO counter your attacks. So, what do you do? Make an attack that can’t be countered – a leap attack. It’s a specific skill this time, not a combination of regular attacks. You can also do a backjump to avoid attack altogether. There’s a lot of such contextual activities depending on what you’re facing right now.

Finally there's a another preview over at Gamezone:

<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">More finished was the magic system, which is quite possibly the most impressive element of the game thanks to a massive amount of customization. This is accomplished with cards that can be used to modify the effects of core abilities. Being able to turn a typical ice bolt into one that does additional damage is the simplest example. Being able to make that same ice bolt explode and fire out lightning bolts is a bit more complex. The possibilities are nearly endless (TopWare Interactive’s Jake DiGennaro said it offers 1,026 different spell combinations), and helped take the focus away from the otherwise incomplete combat.

I predict this game will achieve the same critical acclaim as its predecessor.

Spotted at: GB

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