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Additionally, the game will change as you play and not only because there are two factions you need to choose between at the start: the government-based cleric, with a focus on magic- and staff-based skills; or the outlaw warrior, who specializes in melee battles.The decisions you make throughout will cause minor changes to the story and surroundings, as well as triggering from a number of different endings. For example, you can do such a good job at killing wolves in the world that the population dwindles. The cause-and-effect of that is that fewer humans will be eaten by wolves, meaning that you'll have a bigger human population in the game world as a result.
Wolves also provided an example of another game-design decision, which is AI that is reactive to its surroundings. On the basic level, you'll see characters reacting to the weather, so if it's raining, they'll seek a dry shelter. For a more complex demonstration, Eickmeyer showed that you can walk in the vicinity of a wolf (or maybe he'll be wandering through a thicket of trees) and he'll spot you, which will immediately have him turning his attention to you as a his next meal. However, if the wolf is already munching on a carcass, you might be able to walk close by him without him noticing you and possibly not even looking up from his prey.