Tags: Reality Pump Studios
Will Two Worlds II be <a href="http://ps3life.nl/artikelen/5554-two-worlds-ii-interview-english-version/">even better than Oblivion?</a>
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<br>
<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;"><b>The Two Worlds II map spans an amazing 60 km<sup>2</sup>, we're not fans of comparing but Oblivion had 41 km<sup>2</sup> and already required a lot of travelling with interesting areas sometimes few and far between. How do you keep the players from becoming tired of traveling large distances?</b>
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Mirek Dymek: We have two methods of avoiding this - as well as the standard walking/running, players can ride, sail and teleport. Riding and sailing are much faster than walking or swimming - players will be able to see the environment they're travelling in - and actually enjoy their journeys. Well thought-out teleportation is especially important in our huge world. Thanks to fixed-location portals and mobile teleport stones, the player has a very sophisticated "travel network" at his disposal to get from A to B. And we've also implemented literally hundreds of side quests into the game - and these will guarantee that boredom remains an unknown word in Antaloor - even if a quest takes a player all over the vast continent!
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</p>
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Do the math yourself, 60 km<sup>2</sup> > 41 km<sup>2</sup>, so the answer is yes.
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgwatch.com/#14888">RPGWatch</A>
Will Two Worlds II be <a href="http://ps3life.nl/artikelen/5554-two-worlds-ii-interview-english-version/">even better than Oblivion?</a>
<br>
<br>
<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;"><b>The Two Worlds II map spans an amazing 60 km<sup>2</sup>, we're not fans of comparing but Oblivion had 41 km<sup>2</sup> and already required a lot of travelling with interesting areas sometimes few and far between. How do you keep the players from becoming tired of traveling large distances?</b>
<br>
Mirek Dymek: We have two methods of avoiding this - as well as the standard walking/running, players can ride, sail and teleport. Riding and sailing are much faster than walking or swimming - players will be able to see the environment they're travelling in - and actually enjoy their journeys. Well thought-out teleportation is especially important in our huge world. Thanks to fixed-location portals and mobile teleport stones, the player has a very sophisticated "travel network" at his disposal to get from A to B. And we've also implemented literally hundreds of side quests into the game - and these will guarantee that boredom remains an unknown word in Antaloor - even if a quest takes a player all over the vast continent!
<br>
</p>
<br>
<br>
Do the math yourself, 60 km<sup>2</sup> > 41 km<sup>2</sup>, so the answer is yes.
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgwatch.com/#14888">RPGWatch</A>