Two Worlds II Combat Defined
6:00 AM | Cord Kruse | Comment on this story
Two Worlds Vault has posted a new interview with Reality Pump CEO Mirek Dymek about the company's upcoming RPG, Two Worlds II. The interview focused on the game's combat engine. 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.
TWVault: Are the ‘comboes’ used like activatable skills (known from MMORPGs), which are developed or obtained by skillpoints, or just some basic attacks available to all players since day 1 (and performed by simply clicking many times in some order)? In other words, does it take a slow development in RPG system or reflex-based skill with a pad to perform a specific combo? Maybe a bit of both?Click over to the page below for more.
Two Worlds Vault: TW II Combat
Mirek Dymek: We simplified the system, but it still gives a lot room for flexibiity. First type of attack – “clicking” – can be repeated, and will chain a sequence if timed right. There’s always a chance for a critical hit, which is ruled by a special skill; when performed, critical hit will be signified by a cinematic camera view and special effects. Then there’s an active block. It can be used to passively soak the blows, but you can add a “click” attack to it. Time it right, and you have a counterattack, which will use opponent’s opening immediately after their attack, which is another type of move. Now, the enemy can ALSO counter your attacks. So, what do you do? Make an attack that can’t be countered – a leap attack. It’s a specific skill this time, not a combination of regular attacks. You can also do a backjump to avoid attack altogether. There’s a lot of such contextual activities depending on what you’re facing right now.
TWVault: TW has been renowned for its unique system of special moves, executed in a skill fashion, for example, stunning and pulling shield. Can you say something about similar special skills in TW2? Any cooldown, maybe stamina usage built-in, disallowing simply spamming those at will?
Mirek Dymek: Stunning and pulling shield abilities are still weapon-restricted, so you can only perform those skills when armed with a 2-handed blunt (stunning) or an axe (pull shield). There’s a lot more special attacks this time; you can kick someone to knock them down on the ground, and if you use your jump attack to follow up while the enemy’s down, chances are you’ll perform an instant kill. This and other special attacks may kick in depending on the enemy’s health. The healthier the enemy, the lower the chance to stun or knock him back. Skills themselves are put on a cooldown when used. There’s no inherent limitation in time it takes to perform the skills, too – if you click “kick”, your hero kicks immediately selected target… the restriction lies within repetitition of that move – you can’t do it again for a while. Besides, if you have many enemies that you would like to kick to the dirt, you won’t even use a regular kick skill, but rather magics – like a spell called “Mental Blast”...
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