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Interview: Two Worlds

What went wrong and how things will be put right with The Temptation...

It's fair to say that Two Worlds didn't get the best reception when it finally hit the shelves.

With an average rating of 50%, which matches the 5/10 score we gave it, a lot of criticism was thrown at Two Worlds - it wasn't polished, the graphics were awful, the dialogue was bad and it just wasn't that much fun. In the aftermath of Oblivion, Two Worlds just didn't have the confidence to step out of its shadow.

So we asked the developer, Reality Pump, what went wrong with Two Worlds and how they plan to fix it with the sequel, Two Worlds: The Temptation...

With Two Worlds being released to mixed reviews, what is the main issue Reality Pump will be looking to address with The Temptation?
Two Worlds was not only the first role-playing game we created as a company, but also our first console game, so we've learned a lot in the process. The main lesson we learned is to be more realistic with our goals. With the original idea, we were all so excited to be working on an RPG, that we tried to fit in every idea we had, even the ones that came late in the process.

Ultimately, this hurt the end product in that it had parts that were underdeveloped. With The Temptation, we clearly delineated the game's components at the start, and we're sticking to this target so the end result will be a more finely polished game.

Why do you think Two Worlds had such a mixed reception from reviewers?
I can't say for sure, but I suspect that it was unfairly compared to Oblivion. It's understandable since Elder Scrolls was so good it basically set the standard. We were the next open world role-playing game to be released after it, so I think everyone expected it to be Oblivion part 2, when the reality is Two Worlds has more differences than similarities to Oblivion.

What can you tell us about the storyline for Two Worlds: The Temptation?
The story takes place shortly after the events portrayed in the first game, and in some ways your character is dealing with the changes to the world that have occurred. I still want to remain vague on the story for now, but I will say that eventually your character learns that there was some unfinished business from the first game. Also, the storyline in The Temptation will have a much darker tone.

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One improvement listed in the announcement was "improved voiceovers" - what will change with the voiceovers?
We did all the scripting and voiceover recording ourselves for the original Two Worlds, which I'm proud we accomplished but the end results show that it's not exactly our forte. So we're hiring professionals for The Temptation. The game's script is being written by someone that's worked on plenty of game dialogue in the past, and is getting many more passes and edits so it will read much better.

As for the voiceovers, we're hiring a very high profile recording studio to hire the actors and lay the tracks. We'll reveal who these teams are soon enough, but suffice to say that the games they've done in the past are very well known.

Another example of a listed improvement is "more intricate missions" - can you give us an example of a new mission and how it works?
Though I can't give you a specific example yet, I can tell you that we're trying to stray from the 'go here and do this' kind of mission structure. Quests will involve multiple options that run independently from one another.

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