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Monday, January 18, 2010

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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?
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.
Check out the rest of the newsletter at the link below.

Two Worlds II Newsletter
Two Worlds II
Buy Two Worlds II

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Archives  News  Two Worlds II Newsletter Now Available