In a very informative interview,studio boss Mirek Dymek crosses swords with us (literally!) and gives us some interesting new nuggets of info about the new and more complex combat system.
AP:A flexible and extremely versatile combat system plays a major role in Role Playing Games, How did you approach this important action feature in "Two worlds II"?
Mirek: We integrated a totally new basic structure for the fights, one that has little or nothing in common with the game’s predecessor and introduces some major improvements.
The most obvious changes are of course active parrying and realistic animated graphics for every move - but the real revolution took place in the background. We have teased amazing new possibilities out of GRACE technology and as a result every combat in Antaloor is now richly diversified - and above all challenging!
AP:Can you tell us more about this?
Mirek:During combat, a wide range of various aspects interact with one another, creating a realistic overall picture. Included among these aspects is the fact that the AI of the NPCs is able to remember being attacked by the player! So if the player always uses the same standard attacks, he'll score fewer and fewer hits, since his opponent is constantly adapting his style to counteract what the player's doing. On the other hand, if the player uses all the different moves that are available to him, constantly changing his style, he'll score lots of hits. We've also integrated spectacular finishing moves and shield attacks.
AP: How about the weapons?
Mirek: Weapons? We've a whole truckload! Swords, daggers, bows, axes, lances and much more... everything a true fighter's heart could desire! And for each kind of weapon we naturally have a matching combat style. For example, the player can use a one-handed weapon plus a shield, two weapons at the same time, or a flaming torch and a one-handed weapon. Each combination has certain advantages and disadvantages, which in turn affect gameplay. And last but not least, daggers can also be used for assassinations in dark corners!
Visit the link below to read the latest newsletter and learn more about the upcoming game.AP:A flexible and extremely versatile combat system plays a major role in Role Playing Games, How did you approach this important action feature in "Two worlds II"?
Mirek: We integrated a totally new basic structure for the fights, one that has little or nothing in common with the game’s predecessor and introduces some major improvements.
The most obvious changes are of course active parrying and realistic animated graphics for every move - but the real revolution took place in the background. We have teased amazing new possibilities out of GRACE technology and as a result every combat in Antaloor is now richly diversified - and above all challenging!
AP:Can you tell us more about this?
Mirek:During combat, a wide range of various aspects interact with one another, creating a realistic overall picture. Included among these aspects is the fact that the AI of the NPCs is able to remember being attacked by the player! So if the player always uses the same standard attacks, he'll score fewer and fewer hits, since his opponent is constantly adapting his style to counteract what the player's doing. On the other hand, if the player uses all the different moves that are available to him, constantly changing his style, he'll score lots of hits. We've also integrated spectacular finishing moves and shield attacks.
AP: How about the weapons?
Mirek: Weapons? We've a whole truckload! Swords, daggers, bows, axes, lances and much more... everything a true fighter's heart could desire! And for each kind of weapon we naturally have a matching combat style. For example, the player can use a one-handed weapon plus a shield, two weapons at the same time, or a flaming torch and a one-handed weapon. Each combination has certain advantages and disadvantages, which in turn affect gameplay. And last but not least, daggers can also be used for assassinations in dark corners!
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