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Archives  News  Two Worlds II: Physics, Logbook, Interview  


Monday, March 29, 2010
 

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Two Worlds II: Physics, Logbook, Interview
6:00 AM | Cord Kruse | Comment on this story

TopWare Interactive and Reality Pump recently released a new Two Worlds II newsletter. The seventeenth edition of the newsletter includes information about the game's physics system, a logbook entry from one of the game's characters, and an interview with Reality Pump CEO Mirek Dymek. 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.

We designed our engine in such a way that it matches the demands of the game! In actual practice, we take state-of-the-art PC techniques and port them for an individual console platform. Then come the optimizing processes, which in turn are divided into several work steps. When we're finished, we have effects that function just as well on a console as on the PC. Realizing all this, however, takes an awful lot of passion and hard work. We took on this challenge - and now we have radically new, technical benchmarks on the consoles - benchmarks which don't have to hide behind a PC. And many PC game magazine editors who tried out the console versions agree with us on that point. We have a high frame rate, no judders, and no tearing. They're all great to watch!

Right from the outset, we established three separate task forces for the PC, Xbox 360 and PS3 platforms. This enabled us to take each platform's individual technical characteristics into account and - in particular - to address the strengths of each system. Thanks to this strategy, we have now console versions which donít differ in any way from the PC version, apart from the reduced resolution of course.ď
Visit the link below to check out the new newsletter content.

Two Worlds II Newsletter
Two Worlds II
Buy Two Worlds II


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Archives  News  Two Worlds II: Physics, Logbook, Interview