Meta:Interview :: Two Worlds : The Temptation - PC, Xbox 360

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This Q&A was posted to the website hexus.net by Steven Williamson on May 12, 2008.[1][2]

Questions and Answers[edit | edit source]

Two Worlds promises a host of improvements and new features Topware Interative is set to make the sequel to its free-roaming rpg, Two Worlds, bigger and better than its prequel, says Managing Director James Seaman.

Having been a tad disappointed with Two Worlds, possibly because we'd just completed Oblivion, we we keen to discover how they'd improved and expanded on the title.

The following questions were answered by James Seaman, Managing Director of Topware Interactive regarding the company's upcoming free-roaming role-playing game, Two Worlds: The Temptation.

HEXUS: For those readers who haven’t played the original Two Worlds, can you tell us a little about the setting and the storyline and how this sequel relates to the prequel?

James: In the original Two Worlds, you played a mercenary whose sister has been kidnapped. You start the game simply looking to find your lost sister, but quickly find out that forces behind the kidnapping are hoping to use you to unlock an ancient power. The Temptation takes place shortly after the events presented in the original, and in many ways has your character dealing with the repercussions from the first game.


HEXUS: With comparisons made to one of the most iconic RPG titles, Elder Scrolls: Oblivion, do you think it had a negative impact on the success of Two Worlds and the way it was received with the gaming media?

James: I think the comparisons to Oblivion helped get interest in Two Worlds initially, but ultimately hurt it in reviews. On the surface, both games are similar in that they’re open world fantasy role-playing games. Beyond that, though, they differ quite vastly. It seems like most everyone had it in their hearts that Two Worlds was essentially going to be Oblivion 2, and when that didn’t happen we got torn apart.

Two Worlds - Hexus interview screen 1.jpg

HEXUS: We’re sure you’d be first to admit that, despite showing plenty of promise, the average reviews that Two Worlds received were largely warranted. The game was mainly criticized due to bugs, technical issues, such as poor collision detection during combat, and frame-rate problems. We understand that the same team is working on the sequel? Why then should I be confident that Two Worlds: The Temptation will be any different? How have you technically improved on this new title?

James: Not only was Two Worlds the first role-playing game that the team had worked on, it was also the first console release for them. So just by virtue of finishing the game, everyone learned an incredible amount. With The Temptation, we’re taking everything that we learned, and all the fair criticisms put against Two Worlds, and creating a game that shows its full potential. So if Two Worlds was a diamond in the rough, The Temptation is going to be a perfectly cut diamond expertly set into a gold (or perhaps I should say brass) ring.

Two Worlds - Hexus interview screen 2.jpg

HEXUS:Are there any new redeeming features we can look forward to and get excited about in a nerdy RPG-loving way?

James: A ton. The entire game engine has been overhauled, so players will see a noticeable improvement in graphics – especially on the Xbox 360. We’ve also improved combat to allow for active blocking, and made attacking less about button mashing and more about skill. Riding horses and mounted combat will be vastly better. Quest will be much more intricate. The voice-overs are being handled by professional actors. I could go on and on.


HEXUS: Can you fill us in on the various character classes and races and give examples of some of their traits and skills?

James: There were a few features that even the harshest critics of Two Worlds admitted were cool, and our character advancement system was one of them. So we’re not changing what worked in this case, just expanding it to give players more options. Like the original, when you create your character in The Temptation, you start off with only a few skills. From there, though, how you advance is entirely up to you. Do you want to learn fire magic and swordplay, go ahead. Want to focus entirely on thievery? No problem. Want to dabble in a little bit of everything? You can.


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.

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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.

Two Worlds - Hexus interview screen 4.jpg


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.

References[edit | edit source]