Two Worlds Interview, Part One
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Q: Without getting into spoilers, how much can you tell us about the story element and the devices you're using to help tell and advance it?
A: I can't reveal the backstory, simply because our idea for storytelling in Two Worlds implies revealing the important bits and pieces of the heroes' past as the main story goes. What I can reveal is that there is one character you will control during the game. He is a seasoned mercenary, so we are dealing with a rather skillful warrior. You may be thinking "What the... how am I supposed to play and develop a character that is already experienced?" This is not the case, believe me.
If you remember Knights of the Old Republic, there was a protagonist with a colorful and exciting past and you could still make him whomever you wished. Many games strip the protagonist of their memory in similar situations, but this is a cheap and abused trick and, frankly, very annoying. Two Worlds is closer to Final Fantasy VII in this aspect. You control somebody whose past is as exciting as the present time, but he must learn, and learn a lot to survive the perils awaiting him in his journey.
We tell the story mainly through dialogues, but some events will be shown in non-interactive cutscenes. Actually, there is a fair number of both dialogues and cutscenes in the game. All speeches are voice-overed by professional actors. One thing you will not see in Two Worlds, however, are unnecessarily multiple dialogue options that give you the illusion of freedom, but change nothing. If there is a choice, it is not declared in dialogue, but must be done in the gameplay. Dialogues only illustrate and summarize what players have done and sometimes provide more information. Two Worlds is a role-playing, not a role-speaking game.
Check out the game's official website to learn more.