Ok, it looks cool. But it looks very much like Bethesda's 'Oblivion', so much in fact that the words "Oblivion clone" would apply to most of the game.
Have a look at http://www.2-worlds.com/ and see for yourself.
Two Worlds (ZUXXEZ)
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Still waiting for a game with a dynamic magic system instead of just a couple of scripted effects. Or almost any dynamic system for that matter (yeah, gravity and ragdolls, great, we get it now). I guess doing all the same things from the past decades with yet another 10,000 polygons more is also a form of progress.
You're supposedly able to kill things like dragons the size of cities with a sword bigger than yourself, but cutting that fern next to you? Oh no then we'd have to employ innovation in our game development processes. Can't have that when repetition is plenty profitable.
It'd even save development work.. make the first basic chemistry engine and the first physics engine extended to cover parts of meshes instead of just entire bodies and poof you've covered all the low level content for all trade skills simply by providing the player with means to create his own, in game, while increasing realism to levels never seen after text-based games. For all games now and in the future.
You're supposedly able to kill things like dragons the size of cities with a sword bigger than yourself, but cutting that fern next to you? Oh no then we'd have to employ innovation in our game development processes. Can't have that when repetition is plenty profitable.
It'd even save development work.. make the first basic chemistry engine and the first physics engine extended to cover parts of meshes instead of just entire bodies and poof you've covered all the low level content for all trade skills simply by providing the player with means to create his own, in game, while increasing realism to levels never seen after text-based games. For all games now and in the future.
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