Meta:PAX East 2010: Two Worlds II Interview

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This Q&A was uploaded to the YouTube channel gamervision on April 6, 2010.[1]

Questions and Answers[edit | edit source]

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Transcript[edit | edit source]

[Editors Note: Most interview questions appear to have been cropped from the original video. Only the answers remain.

Jonathan Cooper: Crew with gamervision.com here checking out Two Worlds II.

Jake DiGennaro: Uh yeah, My name's Jake DiGennaro I'm the PR Director for Two Worlds II and Software Interactive. Uh Two Worlds II is the sequel to the 2007 fuel RPG, coming out on PC, PS3, Xbox 360 in late Q3 this year. Despite...kind of having polarizing critical reviews, we have a very loyal fanbase and a great community that really wo..wor.. that worked with us a lot. As far as fine tuning and recognizing some of the issues that we had with the first game. In order to make the best RPG kind of open world experience that we could with Two Worlds II so. It's both uh, you know, us wanting to both finish what we started as far as the franchise as well as.. is coming back and delivering to the fans of the series what they really wanted and what they deserved out of this game.


Jonathan Cooper:

Jake DiGennaro: Uh a lot more time has been taken with the development and is also a multi-national effort. Reality Pump are the developers of Polish based company uh that we've been working with for well over 10 years and this is their first ah first RPG was Two Worlds and their first console was actually Xbox 360. Um so since then they've developed a new engine, they've got a much more robust team and they're working very close with their German and North American offices to make it a much more multi-national that appeals to a wider audience and has a lot more uh of of an objective look and a lot of different flavors in it so we have a lot of different people looking at things from different angles to really make something that that's gonna be appreciated by a number of different audiences and markets and things like that. And then having features that are fine tuned which we have difference of fresh sets of eyes on things all the time so things don't get stale or routine um or members of the team don't get blinders on and kind of overlook things that they'd normally may be picked up by uh the audience as a whole.


Jonathan Cooper:

Jake DiGennaro: Yeah the GRACE engine which is the new engine that's a proprietary engine developed by Reality Pump uhh for this project specifically. Going into Two Worlds II, they wanted something they could really emphasize the studios capacity uh especially when it comes to environments, creating really rich, detailed environments uh with a lot of really rich deep textures as well as lighting and both in terms of like really dynamic lighting with with creative things as far as like you know, the suns and torches with embers falling off of them and little fireflies glowing green and actually effecting the environment. Um and was really allowed them to do a lot what they wanted to do with this with this world that they created and this universe umn and really live up to the potential and the expectations that they themselves had for their own project.


Jonathan Cooper:

Jake DiGennaro: Uh the game opens several years after the end of the first game. Uh the Hero's been imprisoned by the villain from the first game, Gandohar makes a return. Um he runs across uh he's liberated or rescued from this dungeon by some.. an unexpected group of previous rivals and uh the game kind of um pulls from there. There's a lot of uh, get a lot of backstory behind Gandoar and what brought him to be the man that he is today [clears throat into mic] as well as a number of different motivational factors er motivational groups that are trying to vying for control over this wasteland that Gandohar's created in....the void any having any competition for power or supremacy.


Jonathan Cooper:

Jake DiGennaro: Uh, the melee combat is still very very action oriented very upbeat very fast, there's a lot of dynamic um aspects of it in terms of different weapons and different weapon sets uh, archery and ranged combat makes a return, we've really overhauled that system. Make it both uh, kind of a speed.. automatic system while still within the system allowing precision shooting, everything like that and the magic system is really uh where we've taken some really big steps forward with the card system from the fist game. It's been really revamped to allow a level of customization that that players really haven't seen from a magic system to date so. It's something that we're really excited about and we're getting a lot of really great feedback from the community on and we're really looking forward to unveiling it in the next couple months.


Jonathan Cooper:

Jake DiGennaro: Uh Easter eggs galore, it's one of the great things about working with a with a small, independent studio um and you know, having that versatility as a small team is is putting a lot of jokes and having a lot of fun making the game. 'Cause at the end of the day uh, you know, it has to be fun. In order for the game to be good, you have to enjoy the process of making stuff like that so we we we've thrown in a lot of things that make us laugh and like that, uh modeled some of the characters and the names after people in the office that we all gave we we all laugh about and we all get a kick out of but probably won't make any sense to anybody else. But 20 years from now, when I look back and I look at that game, I'll I'll be chuckling.


Jonathan Cooper:

Jake DiGennaro: PS3, PC and Xbox 360 and is scheduled for late Q3 2010.

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