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Dołączył: 29 Lip 2007
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Pon 8:50, 30 Lip 2007
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No z tym to różnie bywa, przecież demo Sacred 1 obejmowało tylko dwie postacie. Ale jakiś przeciek będzie na pewno. Tylko że trzeba po prostu czekać. Jak na razie to przybyło sporo wywiadów, np z Peterem Kullgardem, albo z Christianem Grunwaldem. Dużo. W tym ostatnim jest sporo info nt. multiplayera, co interesuje mnie najbardziej, szczególnie że nie grałam w singla w S1.
Cytat: | GameSpot UK: Sacred 2 is the follow-up to 2004's Sacred. Has the game been in development for the full three years since?
Christian Grunwald: The concept for Sacred 2 began towards the end of the original Sacred development in early 2004. We began to actually develop Sacred 2 in terms of code from the beginning of 2005. Overall we have been in development now for a little of two and a half years.
GSUK: Is Sacred 2 a direct follow-up to the first adventure, and do you need any prior knowledge of the series in order to enjoy it?
CG: Sacred 2 is set 2,000 years before the first iteration. This allows us to flesh out an already well-populated and stunning world and give existing Sacred fans a deeper insight into the history of Ancaria – the world of Sacred. At the same time, we have designed the game and, importantly, the storylines (of both the Light and Shadow campaigns) to stand on their own and so not need any prior knowledge of Sacred whatsoever for you to enjoy the game to its fullest. This is particularly important when you consider we are bring Sacred to the console for the first time, and we have to assume that many console gamers will be new to not only Sacred, but to the premise of true Action RPGs in general.
GSUK: The most striking difference between the game and its predecessor is the move to 3D. Why did you decide to make this visual jump?
CG: Creating a 3D world gives you so much room for variation within the game and the gameplay. It opens up, quite literally, a whole new world of landscape design, giving you scope to create a far more realistic, believable gaming environment than you ever could with 2D backdrops. The realism and the genuine escapism offered is a key feature of Sacred, and 3D allows us to give that experience to our fans on a whole new level!
GSUK: Was it a challenge to create such a large world in 3D, and will people with low-spec PCs still be able to enjoy the game?
CG: Yes, it was definitely a challenge, but we knew that was what we wanted to do, and we knew that Sacred 2 simply had to be in full 3D. We did consider licensing a game engine, but none of those we tested (including some well known engines) satisfied the requirements for Sacred 2. As such, it was necessary to create our own engine, which is what we have done. One of the exciting things about Sacred 2 is the freedom you and your character will enjoy throughout the game.
As you suggest, the flip side of a completely 3D world is the demand on the PC running it. With Sacred having a massive userbase across hardcore and casual audiences, the optimisation process was given a high priority to ensure we deliver a beautifully presented title with huge gameplay rewards that will run happily on low-end systems.
GSUK: How will players be able to travel around the world? Will it take a long time to get from one point to another?
CG: There are several modes of transport within Sacred 2. For a start we have horses, and in addition to our trusty steeds there are also harbours and ports where you can buy passage on ships to other destinations.
Most excitingly, however, there are the unique Sacred 2 character mounts. Each of the characters has their own very special mount. Believe me when I say these unique mounts are the epitome of coolness. For example, the Shadow Warrior has the Hellhound – a mount personified by its razor sharp teeth, lumbering gait and its superbly hellish design. In contrast, the Seraphim sits astride her Tiger, a stunning, wonderfully textured wild cat with awesome animation. Have you ever ridden a tiger?
Sacred 2 is not a level-based game--that is to say, the entire world is totally seamless, allowing you to walk from the farthest corner of the map to the far reaches of the opposite corner (sure, it might take you quite a while to walk, but the point is you can do it if you choose to). Walk, ride, or sail. The world is your oyster.
GSUK: Tell us a little bit about the different characters in Sacred II, and how they’ll affect the gameplay experience.
CG: Our choice of characters and their design reflects are a huge factor in how Sacred 2 stands out in a crowd. Moreover, characters are a key element of any RPG title. Players need to feel attached to their chosen profession/race/character, as this is who they are in the game. More often than not players want something a bit different, but something that still gives them that feeling of affinity. That is exactly what we provide with the character choices.
In Sacred 2 we optimized our character development system to give the player both strong characters which are easy to identify with, and an optimum amount of freedom to individualize the look and the playing style. Each character also has its own background and motivations, and is linked directly to the story. All counted, there are 6 playable characters. These are: Seraphim, Shadow Warrior, High Elf, Dryad, Temple Guardian and Inquisitor.
All characters have three different Aspects to follow. Each Aspect contains a range of Combat Arts and represents an alternative gameplay style. You can specialize in one Aspect, or combine 2 or 3 Aspects together. This could result in completely new definitions of fighting styles for this character. Combat Arts also work while mounted (either on horseback or from astride unique mounts).
There really is a character for everyone, and even the same character can be developed along different paths. This development system worked exceptionally well, allowing players to actively select their character’s Combat Arts and improve individual Combat Arts to their preferred level, making for a character tailored to player preferences in the process. This is important, as in-game character-development is an immediate reward for the player.
GSUK: The game also features different stories based on good and bad actions. Will there be any overlap, or will players want to finish the game twice?
CG: Sacred 2 offers the player two different campaigns: "Light" and "Shadow." So, the player now has the choice of how to act during these decisive days in Ancaria. Whether to strive to bring peace and order back to Ancaria, or to follow a more sinister path of ultimate power and gain some credibility with the Inquisitors? This choice is an important decision for the player, and completely changes their outlook on the events and the world itself. Quests will vary in their style, and former allies may suddenly become your worst enemy. Both campaigns will run parallel but from a different perspective: protagonist and antagonist will be reversed. With all of this in mind, yes, there is a cross-over, and playing through both quests (perhaps also trying out a different character) will reward the player with a new game experience.
We will have hundreds of quests which will differ according to the campaign you choose, but also according to the character, your reputation, the chosen god or even decisions made in earlier quests. In some places across the world, "side storyline" quests are telling whole additional short stories.
GSUK: What multiplayer and online features will Sacred 2 offer?
CG: In short, Sacred 2 is a straight multiplayer game. By this I mean that the game is built on a client-server platform. In plain terms, this means that if you create a single player game, you are actually playing within a multiplayer environment but without other people. With this system you then have a wide range of options open to you. Taking the single player game as an example, you could invite other players to join you in your single player game, and those new players will join at precisely the point where you are in your own game. Thus, your single player game seamlessly becomes a multiplayer game, with no break in the game or loss of in-game position. In the same breath, players who have joined you in multiplayer mode can leave you at any point, and you can continue your adventures as a single player again.
Modes are still to be officially confirmed, but you can definitely expect a host of PvP and PvE, modes geared towards levelling, and modes for a different challenge altogether where you can compete for a higher ranking amongst other likeminded Sacred gamers.
If you want to know more about Sacred 2 multiplayer, then get yourself over to Leipzig (Germany) for the Games Convention 2007 (August 23 – 26, 2007), where Sacred 2 multiplayer will enjoy its first official unveiling!
GSUK: Are there going to be any differences or concessions between the Xbox 360 and PC version?
CG: The main differences between the formats are two-fold: first and foremost is the control system. PC control is via mouse and keyboard, which obviously allows you to have a permanent on-screen cursor as well as hotkeys. On console the game is being developed to be wholly controlled via the controller. Rather than click with the mouse to send your character to your desired destination you will instead directly move your character with the left analogue stick. Functions for the Combat Arts and weapons can be assigned to the face buttons of the 360 controller, enabling you to have your preferred attacks available at the touch of a button (on the PC version this is achieved by either clicking on a Combat Art slot or using the relevant hotkey, and then activating your selection in-game with a right mouse click).
The other differences will be in the multiplayer modes. Whilst the modes offered will be similar, and will offer a range of multiplayer experiences, battles and ladders (rankings), the Xbox 360 version also boasts 2-player Cooperative mode using 2 controllers on a single console. The feedback we have had so far has been nothing short of incredible, and we are certain this enthusiasm will be shared by console fans everywhere.
GSUK: What stage are you at through development, and when do you expect to bring the game to market?
CG: We’re now at the stage where the majority of the materials (e.g. enemies, animations, skills, item creation, intelligence, quests, etc) have been created and prepared, and all that remains is to implement those assets into the code. Once we have everything in there, we can begin the balancing phase in earnest. Sacred 2 is being developed for a simultaneous release in Q1 2008. |
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