Two Worlds II Preview and Interviews
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In addition, the system adds CRAFT, through which we can freely paint and modify items so that we will become holders of a unique set. This will be what to use, because outside of human opponents, waiting for us at least more than 20 different kinds of beasts and animals (and probably any of several types of coat). We will be able to meet them in the area of 60km2, but this time it is to be landscaped better than in the single scull. " A little places we will be friends with its predecessor, but it appears most of the new. In a world with a huge variety of architectures and the various types of urban land, we can go with everything, which is the door and go anywhere, where the eye of our reach [It is worth noting that the loading screens, seeing only a moment, what will not bother going to other locations - Nixon ]. Apropos of the eye, will help us in the exploration of unusual artifact Oculus (or 'eye' in Latin), by which we can go anywhere in terms of observation. Subject is invisible to others creates a magic eye, which will investigate the site and we can decide whether to break in somewhere or whether to play in the chase in the camp, or to attack frontally, as the number of enemies is low. As for the NPC every person will have their lives (like in Oblivion), so watching the gentleman in the evening, we get to where he lives and then we can rob him. Of course, if we notice the guards, or even worse, some are slaughtered on the way, you should wash your town for a few days, the best repair reputation somewhere outside the walls of the village and then we will once again be able to reach the previously visited location. Returning for a moment to rob - at włamywaniu turns on one of the minigames, which is to be in the game a few. Other points to the play an instrument (in the fashion of Guitar Hero), gambling, or sailing. Modified as alchemy, but here everything looks roughly the same (only the name was added to our handheld PAPAK utensils).
Then we move to PS3Life for an interview with Reality Pump CEO Mirek Dymek:
The Two Worlds II map spans an amazing 60 km2, we're not fans of comparing but Oblivion had 41 km2 and already required a lot of travelling with interesting areas sometimes few and far between. How do you keep the players from becoming tired of traveling large distances?
Mirek Dymek: We have two methods of avoiding this - as well as the standard walking/running, players can ride, sail and teleport. Riding and sailing are much faster than walking or swimming - players will be able to see the environment they're travelling in - and actually enjoy their journeys. Well thought-out teleportation is especially important in our huge world. Thanks to fixed-location portals and mobile teleport stones, the player has a very sophisticated "travel network" at his disposal to get from A to B. And we've also implemented literally hundreds of side quests into the game - and these will guarantee that boredom remains an unknown word in Antaloor - even if a quest takes a player all over the vast continent!
Before stopping by Polygamia for a video interview with Mr. Dymek. The conversation is in Polish, though, so us English speakers won't glean much from it.
Thanks, Two Worlds Vault and RPGWatch.