More Two Worlds info from Reality Pump’s Miroslaw Dymek
“Oblivion killer”. Those two words alone pretty much sum up the hype that surrounds Reality Pump‘s Two Worlds, and so far, everything seems to be indicating that the hype is for real. With its beautiful graphics and enormous and diverse world, this free-form RPG for both PC and Xbox 360 really does seem to have what it takes to push the RPG genre to the next level.
So it’s got beautiful pictures. We all know that’s not enough reason for a game to become successful. The correct balance should be struck between gameplay and visuals. For a taste of what’s to come in Two Worlds, we turn to Reality Pump Technical director Miroslaw Dymek.
In a recent interview with Gaming Target, Dymek outlines Two Worlds‘ combat system, the magical forces that players will be able to harness in-game, and the impact of accountability and player choices have in Two Worlds. Regarding accountability, Dymek says that “whatever you choose, the decision will resound with serious consequences later in the game,” showing just how much depth there is in this game.
Dymek also talked a bit about the game’s multiplayer features, something that has been regarded as uncommon in an RPG that has such a deep single player experience. Here’s what he had to say:
“The multiplayer sessions differ from single-player campaign in several ways. First of all, the sessions take place on special maps. Side quest and monsters are generated in accordance to the level of the participants with main theme of the map unchanged. There are up to 8 players in the same session and it is their decisions to they cooperate, change sides or fight each other.
“The second serious difference from single-player mode is the complete freedom to customize your character. There is a wide range of races, classes, and skills to be chosen as well as powerful tool to customize the look of the hero. What does not change is the openness of the character development process, freedom in dealing with tasks and simply huge load of fun.”
Sounds pretty darn good to us. For the full interview, click on the ‘read’ link below.
“Oblivion killer”. Those two words alone pretty much sum up the hype that surrounds Reality Pump‘s Two Worlds, and so far, everything seems to be indicating that the hype is for real. With its beautiful graphics and enormous and diverse world, this free-form RPG for both PC and Xbox 360 really does seem to have what it takes to push the RPG genre to the next level.
So it’s got beautiful pictures. We all know that’s not enough reason for a game to become successful. The correct balance should be struck between gameplay and visuals. For a taste of what’s to come in Two Worlds, we turn to Reality Pump Technical director Miroslaw Dymek.
In a recent interview with Gaming Target, Dymek outlines Two Worlds‘ combat system, the magical forces that players will be able to harness in-game, and the impact of accountability and player choices have in Two Worlds. Regarding accountability, Dymek says that “whatever you choose, the decision will resound with serious consequences later in the game,” showing just how much depth there is in this game.
Dymek also talked a bit about the game’s multiplayer features, something that has been regarded as uncommon in an RPG that has such a deep single player experience. Here’s what he had to say:
“The multiplayer sessions differ from single-player campaign in several ways. First of all, the sessions take place on special maps. Side quest and monsters are generated in accordance to the level of the participants with main theme of the map unchanged. There are up to 8 players in the same session and it is their decisions to they cooperate, change sides or fight each other.
“The second serious difference from single-player mode is the complete freedom to customize your character. There is a wide range of races, classes, and skills to be chosen as well as powerful tool to customize the look of the hero. What does not change is the openness of the character development process, freedom in dealing with tasks and simply huge load of fun.”
Sounds pretty darn good to us. For the full interview, click on the ‘read’ link below.