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Friday, April 9, 2010

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Discussing Two Worlds II
6:00 AM | Cord Kruse | Comment on this story

Gaming Lives has posted a new interview with Reality Pump CEO Mirek Dymek about the company's upcoming RPG, Two Worlds II. The game will send players to the unexplored land of Eastern Antaloor and will feature detailed graphics, an active combat system, and a complex storyline.

Should we expect to see the reputation system in Two Worlds II and, if so, will it play a major role in the storylines?
Faction dynamics is an extremely important aspect of “Two Worlds II”. In the first Two Worlds, faction affiliations were present but their existence was limited. As the player gained ranks in a faction they were given several rewards in the form of discounted items and additional quests. In “Two Worlds II”, the player’s choices in faction-affiliated quests have a direct outcome with other opposing and allying factions as well as with the rest of the world. The player will have to choose the quests he chooses to accept from different factions very carefully – because alienating opposing factions will lead to the closure of alternative quest arcs. In addition to the benefits of the discounted items and quests, allied factions will offer the player skills and items that cannot be accessed anywhere else.

Antaloor Post issue 6 talked about the new “CRAFT” system where players could create their own weaponry and armor… does this mean that everyone can have their own unique armor or are there any restrictions?
CRAFT technology symbolizes a revolutionary metallurgy system which enables the player to individually design his own weapons and armor. The possibilities are practically endless. The appearance and quality of objects can be modified using various “basic ingredients” like metals, woods and textiles.
And magic artifacts also boost the value of the player’s best creations. All creations can be broken down into their individual parts and re-used. The player can also find pots containing colors and dye his armor to match his tastes. The CRAFT system also enables excellent Balancing. There’s no fast track to unnatural super weapons here: the price for a weapons upgrade increases each time and the effectiveness of the upgrade is reduced with each work step.

How will the combat system in Two Worlds II differ from Two Worlds?
I thought you’d never ask! I’m really proud to be able to tell you that we have completely redesigned the whole combat system! It was a huge task to make combat in Antaloor a lot more vital and much more sophisticated – but we wanted it that way. So we implemented an extremely complex system using standard and special attacks – and thanks to the MoSens system we succeeded in integrating these attacks into the game – and they all flow together beautifully in the game… but let’s get back to the combat part of your question. The player has three different basic attacks – a normal strike, a lunge and a leaping attack. These three are supplemented by active parrying with a weapon or a shield. If the player has distributed his skill points accordingly, more special moves will open up for him – and if he executes these moves successfully, he’ll even get a short video sequence of his actions! Highlights of these moves include a Finishing Move and felling an opponent with a karate kick! Flexible execution of this move is very important, because an opponent will notice if the same attack is always used – he will then change his defenses to match that attack and the damage caused will be steadily reduced. This can’t happen if an attack is flexible and varied!
Check out the rest of the interview at the site below.

Gaming Lives: Two Worlds II Interview
Two Worlds II
Buy Two Worlds II

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