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serial 𝓶𝓸𝓭𝓭⻤
Moriendor: Ah ok, thanks for clarifying. Google came up with hits that he works for PB. For example: Interview With Doberlec From Piranha Bytes.
I don't know about "serious". From Mud and the pot smoking swamp dwellers in Gothic 1 to Fred and the silly gnomes in Risen… PB games have always had humorous elements and all of their games have had a USK 12 German age rating (and as we all know Germany is usually pretty strict when it comes to gritty! and dark! and mature! games).
In true pirate fashion, Risen 2 will have either a parrot or a monkey as a companion on your shoulder that is supposed to spice things up with sometimes helpful and often times hilarious comments so the humor in Risen 2 is definitely covered. A gnome companion has also been all but confirmed so it's hard to imagine that the game will be super serious.
Not sure what that is all about. With the exception of the NotR expansion which did turn Gothic 2 into a fairly challenging game, I'd say that PB games have always been very accessible once you got over the initial control scheme issues (especially of Gothic 1). There has always been enough in-game help like every NPC telling you to stay on the roads and stuff like that. The games have also been very easy to play since Gothic 1 was originally supposed to become a Playstation game. All of the game's functions easily fit on a console controller.
I find it strange that people like to think of PB games as hardcore RPGs. They have always been RPG-flavored action adventures to me.
Daniel Oberlerchner said:So for Risen 2 we decided to have multiplayer
Strategy Informer: We understand you've got a studio called Wizarbox - the same people who did the 360 port of the original game - to do the console versions of Risen 2 as well. Are you guys still not that confident with doing console games?
Daniel Oberlerchner: The issue with that is the internal view is different from the external view. When Risen was conceived, it was originally going to be a PC only game, no one wanted to do a console version. But then we were halfway through development and we thought that maybe a console version wouldn't be such a bad idea after all. But if you're familiar with development cycles, then you'll know that by that time we'd already done pre-production: All the interface, all the structure of the game.
So you've got a game with a huge island, no loading zones, dynamic weather, AI like crazy, sound effects… everything a console hates! And then you do a console version. So from our, internal, perspective - and something people on the outside wouldn't necessarily know - Wizarbox did a damn good job considering what they were given. We were lucky to have an Xbox version at all. But people on the outside don't know the difficulty of what is needed, so people on the outside were thinking "oh, Risen is not good enough".
But with Risen 2 you can already see, even in the alpha version, that it's already better - they just needed the right structure in place from the beginning. So for Risen 2 we decided to have multiplayer islands, so that the memory can be flushed when you move from one to the other. The interface will be the same for everyone, as well the controls - with the exception being a "quick wheel" on the console instead of a quick bar.
Strategy Informer: Did you guys ever consider multiplayer for Risen 2? Other RPG franchises are starting to experiment with it, after all.
Daniel Oberlerchner: It's a question that always comes up during development, however it would of course limit what you could do. In Risen, your decisions are important, what you choose to do with the characters are important. They remember what you're doing… now imagine someone's trying to trade with someone, and the other is just trying to attack them with a huge axe, or something. There are different solutions to that, different instances etc… but in a single-player RPG would end up having so much that you end up with a very diluted experience.
Didn't know he worked for PB, if indeed he does. So I guess earlier reports about the size are wrong?
I don't get why they would remove swimming…it doesn't really make sense for a pirate rpg.
... climbing only possible via hot-spots.
Gothics accessible and very easy?
Ehm, ok.
We live in different worlds
I'm about as "hardcore" as they come, and even I can remember some initial frustration with controls and a shit-load of early deaths in Gothic. One of the most sobering games, even at the time of release.
Well, that certainly sucks then. Can´t say I´m surprised, obviously .That one has been confirmed.
There will no longer be any free climbing but you will indeed have to be on the lookout for climbing hot-spots if you want to reach a higher place.
Seriously, once you get over the initial control issues which takes all of 15 minutes or even less for an experienced gamer, Gothic is really not a very difficult game to get into.
There is a lot of subtle guidance in all of the early dialogues and journal entries.
You can also save at any time so you can always do a bit of trial & error gaming like taking on a dangerous looking critter, getting your ass kicked, reload, continue.
But the game doesn´t restrict you to explore the off-roads on your own and a lot of these regions contain dangerous opponents right from the start.They are also telling you to always stay on the roads or to make sure to talk to one of the companion NPCs if you want to travel from the old camp to the swamp or to the mercenary camp because it would be too dangerous to travel on your own.
I´m pretty sure most of the people are well aware these games are actually action RPGs.I find it strange that people like to think of PB games as hardcore RPGs.
General questing may be "RPG-flavored" adventure, but the combat, which is a major part of these games, is action/RPG-ness distilled .They have always been RPG-flavored action adventures to me.
Sensationalist quote!
Wonder how that got past editing.
Last TES game that has climbing is Daggerfall and of course Morrowind still has levitation which alone makes a lot more for vertical exploration than climbing can, but Oblivion has neither and I doubt that´s changed for Skyrim.Makes me wonder if Skyrim will be the last RPG that will have jumping/climbing/diving.
Last TES game that has climbing is Daggerfall and of course Morrowind still has levitation which alone makes a lot more for vertical exploration than climbing can, but Oblivion has neither and I doubt that´s changed for Skyrim.
I've jumped/climbed on top of stuff numerous times in Oblivion so there's no problem of exploring verticaly. Acrobatics allows you to make higher jumps which allows you to get get to higher spots.. I'm not sure what the difference was in MW, if there was one it wasnt noticeable to me.
But whatever, it wasnt really the point, i just think it sucks that all (except for Skyrim) new RPG's removes diving and jumping, it makes the game world so much less immersive.
I got the point and think the same .But whatever, it wasnt really the point, i just think it sucks that all (except for Skyrim) new RPG's removes diving and jumping, it makes the game world so much less immersive.
Or is jumping also only possible via hot-spots, falling from cliffs isn´t possible, etc., in Risen 2?
I would really like to know this as well.
doberlec, could you elaborate on this please?
I remember that in one of the interviews doberlec (i think it was) said that you can transform into your pet monkey, and that this monkey can jump and crawl into small spaces (through a window for example). So hmm, if they've restricted jumping to hotspots it would mean you can only transform into the pet monkey at hotspots too?
If you monkey gets killed, you will be taken back to your character and you loose the items which the monkey had in its pockets. So it's not an overpowered skill and it also has a penalty if you don't take care of your monkey.