Two Worlds II Antaloor Post #10
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AP: A flexible and extremely versatile combat system plays a major role in Role Playing Games, How did you approach this important action feature in "Two worlds II"?
Mirek: We integrated a totally new basic structure for the fights, one that has little or nothing in common with the game's predecessor and introduces some major improvements. The most obvious changes are of course active parrying and realistic animated graphics for every move - but the real revolution took place in the background. We have teased amazing new possibilities out of GRACE technology and as a result every combat in Antaloor is now richly diversified - and above all challenging!
AP: Can you tell us more about this?
Mirek: During combat, a wide range of various aspects interact with one another, creating a realistic overall picture. Included among these aspects is the fact that the AI of the NPCs is able to remember being attacked by the player! So if the player always uses the same standard attacks, he'll score fewer and fewer hits, since his opponent is constantly adapting his style to counteract what the player's doing. On the other hand, if the player uses all the different moves that are available to him, constantly changing his style, he'll score lots of hits. We've also integrated spectacular finishing moves and shield attacks.