Two Worlds II Newsletter Now Available
6:00 AM | Cord Kruse | 1 comment
TopWare Interactive and Reality Pump recently released a new Two Worlds II newsletter. The twelfth edition of the newsletter includes information about the game's physics system, the Crab monster, and a description of the contaminated Swallows region. Two Worlds II will send players to the unexplored land of Eastern Antaloor and will feature detailed graphics, an active combat system, and a complex storyline.
AP: How detailed is the physics simulation? Will it give us more than just new optical effects?Check out the rest of the newsletter at the link below.
Two Worlds II Newsletter
Mirek: We are still using the PhysiX engine, because the possibilities it creates, plus its sheer efficiency match our requirements perfectly. Don't forget that we already had lots of experience with PhysiX - and that's also proving beneficial to us right now. All the expertise we've gained allows us to use almost every one of the PhysiX elements - and this has taken “Two Worlds II“ into a new dimension, one in which the player can also experiment a lot more with the world and the objects in it. Thanks to this sophisticated physics system, tasks can be solved in widely differing ways - and of course all of Antaloor is much more realistic. In comparison to its predecessor, “Two Worlds II“ is much more interactive - individual elements interact with one another. This applies to simple items like chests and barrels, but also to sailing boats and spells with physical effects, like a cyclone, for example. The physics system also affects the seemingly small and innocuous things in the game; ropes, chains, items of clothing and even the hair of the characters - all these things move in a truly realistic manner and react to exterior influences.
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