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Two Worlds II - Antaloor Post # 10
The Anteloor Post has been updated with newsletter # 10 for Two Worlds II. There's info about the swamp region, magic ingredients and mentioning of the combat system - and much more. Here's the deal on how the combat has changes from the first Two Worlds game, according to Mirek Dymek, the studio boss:
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More information. |
The first game had pretty good combat already, imo. Especially horse-mounted combat was great. The combat updates sound nice too, but I'm not sure that straying from stats based combat is such a great idea. Basing combat off of real-time decisions moves the combat into the action RPG area, which isn't necessarily better or worse, just different. Improved AI is welcome, but only part of the bigger picture of the main question — Is the game fun? There are lots of subtle gameplay elements that contribute to the fun/enjoyment factor.
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I almost exclusively play archers so NPCs remembering my moves will not add much probably , of course i wanna see how archery is implemented and how NPCs respond to ranged attacks .
The game looks to develop well so far and i am in desperate need of good cRPGs here . |
I just smothered foes with a continuous Poison Cloud.
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