QJ Interview: Two Worlds

Two Worlds


Two Worlds is an ambitious open ended RPG that promises to give fans of the genre something to talk about for a long time coming. Miroslaw Dymek, technical director at Reality Pump studios was kind enough to answer our questions about this epic project.


QJ: With a project like Two Worlds, comparisons to that other big RPG on the 360, Elder Scrolls IV: Oblivion are inevitable, even if only because of the fantasy setting and massive open world environment. In what areas do you think Two Worlds and Oblivion might share some similarties, and where do you think they begin to travel down different paths?

Dymek: Two Words is a full-fledged RPG with lots of quests, locations, and different ways to solve problems; including, but not limited to combat. It is just a mixture with balanced proportions. We focused on solid and very dynamic combat system, tons of weapon types, spells and stuff to collect and use, but it is only a part of gameplay. An important part of gameplay, I agree, but only a part. The rest is about questing, problem solving, exploring, meeting people and whatever a solid RPG can offer. My personal opinion is that there is always time for a new, fresh and engaging RPG on the market, but it needs to be a high quality product. Reality Pump is well known for technical superiority of their games; add also great passion and you have the picture of Two Worlds. Moreover we have a multiplayer mode.

Read the entire interview after the jump!

Two Worlds

Two Worlds is an ambitious open ended RPG that promises to give fans of the genre something to talk about for a long time coming. Miroslaw Dymek, technical director at Reality Pump studios was kind enough to answer our questions about this epic project.


QJ: How long has Two Worlds been in development?

Dymek: ThatÂ’s difficult to answer. We had the idea for an RPG some years ago. The pre-production phase for Two Worlds was really intensive. There are many avid RPG players in team, and some RPG experts have been employed to support the base crew, but we also conducted very elaborate research on RPG’s just to start the design work with the best knowledge we could gather. Two Worlds is being made out of huge experience and passion for the genre.

QJ: With a project like Two Worlds, comparisons to that other big RPG on the 360, Elder Scrolls IV: Oblivion are inevitable, even if only because of the fantasy setting and massive open world environment. In what areas do you think Two Worlds and Oblivion might share some similarties, and where do you think they begin to travel down different paths?

Dymek: Two Words is a full-fledged RPG with lots of quests, locations, and different ways to solve problems; including, but not limited to combat. It is just a mixture with balanced proportions. We focused on solid and very dynamic combat system, tons of weapon types, spells and stuff to collect and use, but it is only a part of gameplay. An important part of gameplay, I agree, but only a part. The rest is about questing, problem solving, exploring, meeting people and whatever a solid RPG can offer. My personal opinion is that there is always time for a new, fresh and engaging RPG on the market, but it needs to be a high quality product. Reality Pump is well known for technical superiority of their games; add also great passion and you have the picture of Two Worlds. Moreover we have a multiplayer mode.

QJ: What races can the player choose from at the outset of the game, and how deep are the options for customisation?

Dymek: There are clearly defined classes like Warrior, Archer or Magician; but only in multiplayer mode. Singleplayer mode presents a human hero with free character development; so all the skills are equally available. The sheer number of development options is huge, and at the same time the number of skill points is definitely smaller, so no two characters should be the same.

QJ: Can you please give us an idea of the story that frames Two Worlds?

Dymek: Our hero, a seasoned bounty hunter falls victim to the plot of nefarious powers. He enters the path of vengeance, unaware of the fact that with every step he gets closer to mysteries too dangerous for a mere mortal. We want him to meet really interesting characters on his way, but at the same time the player will never be forced to rely too much on them. If they wish, they could kill virtually any NPC in the game, regardless of their status or importance to the story. What is really important is that we do not script too many solutions into the game. The underlying mechanics allow the player to perform certain actions. You get the objective and try to accomplish it the way you want or can. Regarding the actions your character can perform, of course. Simply, any solution is good as long as the mission is completed.  

QJ: We understand the player will have the ability to influence the story in certain ways, can you detail how this will be implemented and to what extent this influence will carry through?

Dymek: As it was said before, the player assumes the role of a bounty hunter who recovers from serious wounds in the one of mining towns in the southern region of dwarven kingdom. His private goal is clear, he must find the guy who almost killed him and avenge the death of someone whom he was responsible for. As a skilled professional, he knows many ways to find the truth: investigations, brute force and silent actions are his daily bread. The game is about solving problems and doing missions. Combat approach is dominant, but stealth and dialog are also good options.

QJ: Do you know how many endings the game will have yet?

Dymek: The will be various endings, but we wonÂ’t expose more information right now.

QJ: Could you touch on the various factions within the game and tell us what they offer the player?

Dymek: Every city and bigger location is populated with different factions. There are guilds offering training in magic, combat and survival skills. There are also organizations operating in secret, where we will be able to learn forbidden skills, like necromancy or alchemy. Most of the factions, however, donÂ’t offer any shops or trainers, but build a cohesive, complex and intriguing social context for adventures.

QJ: First person combat using melee weapons can feel a bit like clumsy if it’s not handled well, what you are doing with combat in Two Worlds to ensure the player has a good experience in this area.

Dymek: “Two Worlds” uses traditional third person perspective, possibly the best action oriented solution for melee weapon to date. The combat system has been greatly inspired by console action games, with emphasis on spectacular and varied animation, easy steering and feel of sheer, untamed power in every move and strike.  In the animation department, we decided to focus on dexterity and proficiency in arms rather than superhuman agility. “Two Worlds” is about heavy clad warriors so any high jumps, pirouettes or similar moves would look funny and spoil the effect of clash of titans.

QJ: Can you give us an idea of the size and scope of the game world and production on Two Worlds in general?

Dymek: “Two Worlds” features a vast terrain open for free exploration. Several big cities, numerous villages, settlements, ruins, keeps and fortresses are scattered over thematically varying areas. You will visit high, snow-covered mountains in the north, dwarven foothills, green plains, rocky mountains in the south, desolate lands in the east and a big part of the desert. Architecture changes from area to area, and so do your opponents. It would be simply tiresome to traverse such a huge land on foot, so we implemented horse riding and teleport system, which you will have to activate as a part of the storyline.

QJ: How will NPC‘s react to players in the game world?

Dymek: There is quite a lot interaction with NPC’s, mainly through dialog, but some situations will force you to make a decision within certain (small) amounts of time. Taking no action is also a decision, like in the situation where one of your employers is being hanged, will you attack the guards and save him, kill him with your own hands or just observe the executioner doing his job. Whatever you choose, the decision will resound with serious consequences later in the game.

QJ: Can you tell us some of the cool things your next-generation graphics engine allows you to do?

Dymek: Two Worlds features high-density terrain, photo realistic vegetation and materials, precise shadows, gorgeous looking water, High Dynamic Range and range of view beyond any competition. More importantly, it works smoothly on current machines and will probably work faster on the day of release. As for the vegetation, we have developed our own generators, the quality of which equals the best solutions on the market. We are pretty sure that “Two Worlds” will be one of the best looking RPGs of year 2007.

Two Worlds Screenshot

QJ: Please tell us about your plans for co-op multiplayer, you’ve mentioned the possibility of randomly generated content, is this something you’re still pursuing?

Dymek: Maps for the multiplayer mode have been designed individually to maximize the number of encounters and enhance action. There are three pools of quests. The first one contains pre-designed quests that can be randomly distributed on every map when the game sessions are being created. The second group of quests contains randomly generated missions based on several templates. There are also irremovable quests tied to particular maps. The system scales the challenge to player charactersÂ’ levels, governing the number of opponents, their type and, skills and strength.

QJ: Are you looking into providing additional downloadable content for Two Worlds after release?

Dymek: Right now we are concentrating on finishing the main game. But there will certainly be expansions in the future.

QJ: Any parting words for fans eager to get their hands on the game?

Dymek: The work on Two Worlds goes faster and faster with every passing week. We all hope here to deliver all the RPG fans an ambitious and entertaining game at the beginning of next year, a game they will remember for a long time.


As always we’re eager to know what you guys think so please let us know in the comments below!

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