Talk of a new graphics engine, customisation and character development
HEXUS: The daily grind of leveling up can sometimes feel like a full-time job, what have you done to make it fun, exciting and interesting?
James I don’t think you ever really get that feeling in our game. Not only do you get to select where to allocate skill points every time you go up a level, we also have character earn skill points at about the midway point between levels. In addition to this, there’s many places in the world where you can learn new things to advance yourself. So there’s never a point where you’re killing monsters just trying to grind your way to the next level.
HEXUS:How deep will the rabbit hole go in terms of character customization and micro-management?
James Very. The character advancement I’ve explained, but we’re also keeping our item combination system where players could stack items together to create new armor, weapons, rings, staves, potions – everything! Just as with character advancement, we’re keeping the basics the same but adding more depth. This way, if a player is so inclined, they can easily spend hours customizing all the details of their character.
HEXUS:Can we expect to see the same kind of locations, such as settlements, ruins and villages? Can you paint a visual picture of this free-roaming environment?
James We’re very proud of the world presented in Two Worlds. We managed to present a varied environment in a realistic fashion. Rather than you crossing a line where suddenly you go from jungle to desert, we had the scenery gradually shift from one type to another as you traveled. The Temptation once again takes place in Antaloor, but this time we’re expanding the world to the east of the Drak’ar Desert, showing what civilization lies across that great expanse.
HEXUS:We understand there’s a new graphics engine for Two Worlds: The Temptation? The graphics were pretty decent in the original so why did you decide to take this path and how do you think it will improve the experience?
James We had to incorporate a new game engine so we could have characters do something very important that they previously couldn’t – interact with objects. This means your character, and non-player characters, can lift and move things, and move and climb ladders. It might not sound like much, but this pretty much changes everything from level design to quest structure. Indeed, the graphics were good in Two Worlds, but now they’ll be even better in The Temptation.
HEXUS:Combat was one of the redeeming features in Two Worlds. Can you tell us how it works in this sequel and if any changes have been made to the combat mechanic? And can we expect to see mounted fighting again?
James In The Temptation, players will actively block incoming attacks rather than the passive system we had with the original. Also, like I said before, there will be more combat options available, and many old options will have new effects. For example, if you disarm someone, you’ll see the weapon fly out of their hands and onto the ground, and you’ll be able to pick it up. Of course, enemies will be able to do the same thing to you! We’ve also made heavy improvements to the mounted combat system, making it more intuitive and easier to succeed with.
HEXUS: In terms of weaponry, what can we expect and will we be able to pimp our weapons to make them more powerful and/or aesthetically pleasing?
James Indeed. Like I mentioned before, we’re keeping the weapon combination system, but just adding more options to it. People loved crafting their own arms and armaments in the original, so we’re beefing it up for The Temptation.
HEXUS:There was a good variety of enemies to fight in Two Worlds, such as Zombies and Giant scorpions. What have you got up your sleeves for Two Worlds: Temptation? Which is your favourite enemy to fight against and why?
James Our team was always proud of the imaginative imagery of our monsters. Even beasts that have a look that’s practically set in stone, such as the Cyclops, were given a completely different take. So we’re keeping many of the menagerie from the first, and adding a slew of new creatures for players to face. I can’t spill the beans on any of them yet, but believe me when I say that you’ll be struck with both awe and fear when you encounter some of the larger ones.
HEXUS: Will there be a multiplayer aspect?
James Absolutely. This is another big hurdle we had with the original Two Worlds. When the game initially shipped, I’ll admit that the online multiplayer was problematic. We fixed everything, but at that point I’m sure many players had given up on that side of the game. With The Temptation, we’re coming out of the gates strong, with a robust and fully functional online multiplayer component.
HEXUS: What are the biggest challenges and hurdles you’ve faced with the game since development began?
James Mostly just reigning ourselves in. The whole team has tons of great ideas, but we have to stay focused on not only finishing the game, but making it gel together completely.
HEXUS:What are your proudest achievements in Two Worlds: The Temptation?
James There’s a few I can’t talk about yet, but I can say that the storyline is a million times better. It’s a much darker tale, with some very, very surprising twists.
HEXUS: Will Two Worlds: The Temptation be an exclusive title to the Xbox 360 console or are there plans to bring it to PS3? (If not, what factors influenced your decision?)
James Ah, you’re asking me all the tough ones right now. Can’t comment on that.
HEXUS:Do you have a release date in mind?
James Fall of this year.
HEXUS: In one sentence, please tell us why you think we should pick up a copy of Two Worlds: Temptation.
James Two Worlds: The Temptation is everything that a role-playing game fan is looking for.