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Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/header-2.png
Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/algemeen.png
Uitgever: Deep Silver
Ontwikkelaar: Piranha Bytes
Platformen: PC, XBOX360 en waarschijnlijk ook de PS3

Minimum requirements:

•Operating system: Windows XP (with Servicepack 2)
•CPU: dual core with 2.1 GHz
•Memory: 2 GB system RAM
•Disk space: 5.5 GB
•Graphics adapter: AMD Radeon 3870 or NVidia GeForce 8800 GTX (512 MB VRAM)
•DirectX: version 9.1c
•Sound: DirectX compatible sound chip
•Input: keyboard/mouse or gamepad required
•Internet: connection for online activation required

Recommended:

•Operating system: Windows XP (with Servicepack 2), Vista (with Servicepack 1) or Windows 7
•CPU: dual core with 3 GHz
•Memory: 4 GB system RAM
•Disk space: 5.5 GB
•Graphics adapter: AMD Radeon 4890 or NVidia GeForce GTX260 (1 GB VRAM)
•DirectX: version 9.1c
•Sound: DirectX compatible sound chip
•Input: keyboard/mouse or gamepad required
•Internet: connection for online activation required

Age rating:
Furthermore, the final age ratings for Europe are now known. While the German USK which is more concerned about violence recommends the game for children of 12 years and older, the PEGI thinks that players should at least be 16 years old. It is likely that the use of alcohol, drugs and crude language in the game have resulted in a higher rating of the PEGI.


Collectors Edition:Last but not least, the German magazine GameStar has published the contents of the Collector's Edition:

•a copy of the game
•a making-of DVD
•a soundtrack CD
•a two-sided poster with a map of the game world
•a pirate flag
•an amulet
•a set of artwork cards
•3 Risen 2 stickers

De sequel heet voluit Risen 2: Dark Waters en deze verschijnt op de PC en consoles, waarbij ze waarschijnlijk doelen op de Xbox 360 en PlayStation 3. De officiele aankondiging was in augustus 2010 maar nu is er dan eindelijk wat meer informatie naar buiten gekomen.

Het verhaal speelt zich een paar jaar na het einde van Risen af en woedende titanen hebben de wereld verwoest en de mensheid bijna doen uitsterven. Daarna kwamen monsterlijke wezens uit de waterige dieptes van de zee tevoorschijn en hun aanvallen hebben alle zeevaart tot stilstand gebracht. De held, deze keer een lid van de Inquisitie, wordt erop uitgestuurd om uit te vinden hoe de chaos die veroorzaakt wordt door deze zeewezens, kan worden gestopt. Zijn zoektocht begint met geruchten dat de piraten die regelmatig de zuidelijke eilanden bezoeken, de enigen zijn die een manier weten om zich voor eens en altijd te ontdoen van de wezens en een einde te maken aan hun schrikbewind.

In Risen 2: Dark Waters draait het allemaal om piraten. Het spel combineert de klassieke RPG-gameplay van originele Risen met een fris thema en nieuwe omgevingen op ontzettend veel verschillende eilandlocaties, elk met een eigen thema. Het spel is een derdepersoons RPG dat zich afspeelt in een donker en groezelig universum. Risen: Dark Waters bevat de meest meeslepende eigenschappen van het originele Risen, waarbij voor elke uitdaging meerdere oplossingen mogelijk zijn zodat spelers de spelwereld vorm kunnen geven op basis van hun eigen beslissingen. Door deze keuzes worden nieuwe paden, functies en extra vaardigheden voor het personage vrijgespeeld. De titel kent verder een interactieve omgeving en een volledige dag/nacht-cyclus die van invloed zijn op diverse aspecten.

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/release.png
Deep Silver and Piranha Bytes announced the official release date for the epic pirate RPG “Risen 2: Dark Waters” as April 24th, 2012 for USA and Canada and April 27th, 2012 for countries in Europe.

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/websites.pngAfbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/screens.png
Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/4-2.pngAfbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/2-5.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/1-5.pngAfbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/monkey.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/kip.pngAfbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/gundude.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/deul.pngAfbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/ant.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/amb2-1.pngAfbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/amb4.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/amb1-1.pngAfbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/amb3-1.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/video.png
Interview: GDC 2011 Risen 2 and Dead Island video.
Cinematics trailer: De eerste trailer van Risen 2: Dark Waters is online!

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/locaties.png
Wat er tot nu toe bekend is:
  • Meerdere eilanden en meerdere klimaten.
  • Per eiland is er een loading delay. Per eiland is het dus vrij van laadbalken.
  • De wereld is een stuk groter dan Risen 1.
  • Er zal een piraten theme gehanteerd worden.
Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/features.png
Magic
Op speculaties rondom voodoo magicna nog niets bekend.

Melee
Nog niets bekend.

Firearms
Nog niets bekend.

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/Game.png
Disclaimer: deze feiten lijst is onder voorbehoud en kan spoilers bevatten!
  • The game is in development since 2 years.
  • The game is finished for 80%.
  • The game will be available on PC, XBOX and PS3.
  • Piranha Bytes have absolutely denied the presence of a multiplayer mode.
  • As compared to Risen 1, the graphic level is of course improved.
  • The processing engine is enhanced and more polygons are added to the graphics.
  • A special care has been devoted for improving the models of female NPCs.
  • Textures are sharper and more individual
  • Death of animals and enemies are more realistic.
  • It seems that apart from the guilds, something new is waiting for us.
  • The world is bigger than in Risen.
  • It is again a fantasy world with pirates as centric thema.
  • There is a high probability that there will be a brothel.
  • There are several islands (vs. only Faranga in Risen 1)
  • Travel between island is by ships but still unknown whether you can control your own vessel.
  • The islands have different climates and environments.
  • There is a mechanism to quickly move between the islands (teleportation?).
  • There are "ranks" allocated to the armors (light, heavy) the rank is directly related to armor efficiency.
  • There are new types of long-range and melee weapons
  • There are more "unique" type of weapon (as Urizel, for example).
  • There are firearms: muskets, pistols, etc.
  • There are even canons at certain point(s) of the story.
  • Armors consist of individual sets of boots, gloves, hats, upper and lower clothing, etc
Voor een volledig gamefacts overzicht kun je hier terecht.

[ Voor 237% gewijzigd door FloydRaalte op 09-02-2012 12:30 ]

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Teamplay is everything.

Risen was wel aardig, de combat was niet zo erg goed, het einde al helemaal niet maar goed, hopelijk een betere game in nummer twee :) Ziet er echter nog niet erg denderend uit maar het zijn natuurlijk early screens

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Back in black

Hier staan nog wat ingescande plaatjes :)

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Risen 2: Dark Waters Impressions - First Look (gamespot)

We take our first look at Piranha Bytes' sequel to Risen and the spiritual successor to the Gothic series.

If there's a better reason to attend the 2011 Game Developers Conference than the opportunity to take a first look at Gothic developer Piranha Bytes' role-playing sequel Risen 2: Dark Waters, we don't want to hear it. This sequel takes the high-fantasy world of Risen, which took place on a besieged island, and will become a full-on, full-fledged, full-featured, full-monty pirate role-playing game, where you play not only as Piranha Bytes' established "Hero" character, but also as a seafaring adventurer in a fantastic age of sail.

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/kip.pngAfbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/gundude.png

Risen 2 takes place some in-game years after the events in the first game. Specifically, the Hero has vanquished the powerful titan monster that threatened his island home after first defeating the evil inquisitor and claiming the villain's magical eyepatch--an artifact that let the Hero identify the titan for what it was--a malevolent creature disguised as a natural disaster. Unfortunately, bigger problems are afoot--other titans are awakening near other islands in the area, and worse yet, hideous sea monsters have emerged from the deep, completely disrupting trade routes and generally causing the few survivors who exist in the world to be very, very grumpy.

And as it turns out, the Hero is the grumpiest of all. In a first for a Piranha Bytes game, the Hero does not suffer from amnesia and does remember his hard-fought battles and narrow escapes perfectly well, thank you very much. However, his cool reception by an unappreciative populace has made him bitter and frustrated, though he still seeks to save the world by finding some means to rescue the other islands from their impending doom.

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/deul.pngAfbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/ant.png

While we took our first look at the game during a hands-off demonstration session, Piranha Bytes representatives took a great deal of time to address the specific complaints from Risen's fan community, including bland-looking character models, flat-looking environment textures, a lack of variety in enemies to fight, and technical problems in the console versions. The studio is addressing every single one of these concerns by creating highly detailed character models with varied animations and modular apparel that can be more easily mixed and matched, enhanced environment texturing that makes the environments seem much more realistic, simultaneous PC and console development to ensure all versions of the game are created in lockstep, and lots of new enemies to populate the islands.

Yes, islands. While the first game took place on a single landmass, Risen 2 will take place across a series of different islands. The developer isn't commenting on exactly how your swashbuckling pirate Hero will make his way between these beleaguered areas, but given that Piranha Bytes suggests that the game will be "the perfect pirate RPG," it's not hard to guess how you'll be getting from point A to point B. And you won't be going it alone, either; like in Risen, you will from time to time have companions join your side. At least one of the companions will be a mysterious woman practiced in the dreaded art of voodoo magic. This character appears in one of the game's early video trailers and rescues the Hero by means of a voodoo doll and a lit match, just as he's about to be finished off by a group of attackers.

We then took a brief look at a pre-alpha version of the game in motion and found it to already look considerably better than the previous game. In addition to featuring beautiful water effects (which allow for underwater vegetation and darting schools of fish), Risen 2's environments seem highly detailed and will be populated by townspeople who have their own daily schedules and tasks that they'll attend to whether or not you happen to be in the area.

The game is still very early in development but already looks extremely promising. Risen 2 will offer better graphics, a bigger world, and an all-new story. The game will be released later this year.

[ Voor 6% gewijzigd door FloydRaalte op 04-03-2011 17:15 ]

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Er is een interview video uit op you-tube channel 'Zeitgeist Game Review'. Er wordt verteld over de nog komende trailer van Risen 2. Helaas worden er verder geen in-game beelden getoond in het yout-tube filmpje.

Informatie uit het interview:
  • Er is een trailer klaar en deze komt binnenkort uit. Geen data bekend.
  • Het Magic systeem lijkt aspecten te bevatten in de omgang met voodoo. De beide mannen uit het interview vertellen over een NPC uit de trailer die een voodoo doll gebruikt.
  • Er wordt nogmaals aangegeven dat er geen bogen voorkomen in Risen 2. Deze zijn vervangen door pistolen en ander schiettuig.
  • De characters schijnen allen uniek te zijn zodat er nooit 2 dezelfde NPC's rond kunnen lopen.
  • Op de high performance AlienWare machines die gebruikt werden tijden de presentatie liep Risen 2 vlekkeloos.

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Nog enkele GDC summery quotes:

Risen 2: Dark Waters isn't getting a ton of coverage from GDC, but here's a handful of fairly short looks at the upcoming pirate-filled RPG sequel from Piranha Bytes.

Luckily, in order to kill things like that you’ll be presented with an array of pirate-y weapons such as swords, daggers, blunderbusses, and yes, dual pistols. (pewpewpew)

The whole demo gave me a very Two Worlds II vibe, which isn’t a bad thing, because as you know, I loved Two Worlds II. While Risen II doesn’t exactly look like a AAA title, it does look like it may be a hell of a lot of fun, especially since an open world RPG focused on Pirates simply hasn’t been done before.

Not much else was really shown, but there were reassurances that this time around, the console versions wouldn’t suffer such technical problems. The main complaints of the first game were that the 360 version was bogged down with bugs, glitches, and things of that nature. This was due to the hasty decision to port to consoles with only six to eight months before launch. This time around, they’re building the console versions from the ground up alongside the PC version, so the game should run smoother. Along with that, they’ve done some clever things to increase the efficiency of the cached and stored data on consoles and fully utilize the processing capability.

Another cool thing they showed was the day and night cycles and how it affects NPCs and Monsters. For example, let's say a monster is guarding an item attached to your current quest, but your level is too low to fight and win in a battle with this monster. You could wait until it goes to sleep, sneak in, and steal the object. All NPCs sleep at night just like many monsters, and you can use this to your advantage.

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Teamplay is everything.

Dat de game weinig aandacht krijgt is wel duidelijk :#
Ik heb er ook maar per toeval wat van gezien hier.
Ik ben vooralsnog gematigd positief en wacht af tot wat meer informatie over de gameplay zelf te zien is.

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SouLLeSSportal schreef op dinsdag 08 maart 2011 @ 14:03:
Dat de game weinig aandacht krijgt is wel duidelijk :#
Ik heb er ook maar per toeval wat van gezien hier.
Ik ben vooralsnog gematigd positief en wacht af tot wat meer informatie over de gameplay zelf te zien is.
Same here. Ik vond Risen 1 echter wel een vermakelijk spel en ik heb hem dan ook meerdere keren uitgespeeld. Dat kan ik van de Gothic series niet zeggen, die vielen me toch echt wel een beetje tegen. Maar wat ze nu doen met Risen 2.... ik ben er bang voor. Pistolen e.d. in een RPG heb ik nooit echt wat gevonden, maarja misschien wordt het wel wat. Het feit dat ze Two Worlds 2 als vergelijkingsmateriaal gebruiken vindt ik echter wel weer positief. Hopelijk komt er binnenkort wat meer beeldmateriaal uit en dat schijnt dus ook te gebeuren als je de GDC interviews mag geloven. Tot dan vindt ik het nog wel even spannend wat het wordt!

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ik vond deel 1 heel erg slecht maar kijk misschien hoe deel 2 word wanneer alle betere games heb uitgespeeld

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Oeh goodie! Ben benieuwd :) Dit lijkt een goed RPG jaar te worden. Ik vond deze fact wel humor:
A special care has been devoted for improving the models of female NPCs.
Hehe, verbaast met niets. Het vrouwtje van de hoofdrolspeler had ook aanwezige assets ;).

The story so far: In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.


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Teamplay is everything.

Hopelijk is de sfeer niet té cartoony en vrolijk, ik vind op zich de sfeer van risen wel prima.
Het is wel weer een nieuwish thema voor een rpg, piraten enz. heb er wel zin in eigenlijk :)
Beetje swashbuckling de boel onvelig maken en shiver me timber, D'arrrrghh en ay me laddy schreeuwen! :D

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SouLLeSSportal schreef op vrijdag 11 maart 2011 @ 09:48:
Hopelijk is de sfeer niet té cartoony en vrolijk, ik vind op zich de sfeer van risen wel prima.
Het is wel weer een nieuwish thema voor een rpg, piraten enz. heb er wel zin in eigenlijk :)
Beetje swashbuckling de boel onvelig maken en shiver me timber, D'arrrrghh en ay me laddy schreeuwen! :D
Je kunt een stukje sfeer proeven op de site van risen2. Ik hoop alleen dat het ook echt die donkere kant op gaat. Verder kun je aan de paar screenshots en artworks wel een beetje afleiden dat het qua omgeving nogal 'caribisch' schijnt aan te doen. Qua characters en monsters weet ik het nog niet. Denk niet dat het te cartoony wordt in ieder geval.

Ik heb trouwens die site (geheel in flash) eens door gescrolled maar ik kan niets bijzonders ontdekken. Waarschijnlijk omdat de site nog in de kinderschoenen staat. Behalve dan dat de maan 360 graden meedraait. (zeer apart gedrag voor een hemellichaam :+ )

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Teamplay is everything.

flash kan ik niet goed zien hier op werk ;) maar het mag wel kleurrijk zijn, dat was risen in die jungle ook. Ik denk ook wel dat het 'volwassen' genoeg zal worden.

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Niet echt nieuws maar wel een leuk artikel dat een goede impressie geeft van de game en de sfeer.

I’ll admit, I wasn’t a huge fan of Risen. While it wasn’t a bad game, it had left me with an overall feeling of, “Meh”

However, Deep Silver may very well soon be on an RPG roll. With Risen 2 and the upcoming zombie action/rpg Dead Island both on the horizon, things look rather promising. Yet, that’s only because Risen 2 took me by surprise.

All I knew about Risen 2 was that it was yet another RPG, but this time, it had pirates! Who doesn’t like pirates!? Better yet, it runs on an all new engine developed internally by Piranha Bytes that makes for some rather lush and enticing visuals. So, when Deep Silver and Piranha Bytes sat me down at the GDC to show me Risen 2, the first thing they did was take me through the game’s day/night cycle to show off these impressive visuals. It looked something like this:

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/amb2-1.pngAfbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/amb4.png
Good Morning Good Afternoon

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/amb1-1.pngAfbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/amb3-1.png
Good Evening Good Night

They then ran around the port shown above and surrounding island for a bit (I’m told the entire game is completely open) and then ran up to a clearing to spawn some monsters for us to look at . . . and then kill.

The monsters looked equally as impressive and intimidating, even though the combat did appear a bit wonky at first. However, I was looking at a very very early pre-alpha build – there was hardly even any sound. Yet, not only did the beasties look well crafted, but also creepy as hell. I mean what the hell is this thing!?

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/ant.png
Kill It With Fire!!

Luckily, in order to kill things like that you’ll be presented with an array of pirate-y weapons such as swords, daggers, blunderbusses, and yes, dual pistols. (pewpewpew)

The whole demo gave me a very Two Worlds II vibe, which isn’t a bad thing, because as you know, I loved Two Worlds II. While Risen II doesn’t exactly look like a AAA title, it does look like it may be a hell of a lot of fun, especially since an open world RPG focused on Pirates simply hasn’t been done before.

Quite frankly, any game that lets me dual wield pistols in an open world while drinking rum already has my attention.

Not to mention that the main character is a total bad ass. I mean, look at this dude. He clearly gets all the babes at every port and that eyepatch makes Solid Snake look like a total wuss.
Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/gundude.png

Bron: www.ripten.com

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Een Pools game magazine heeft een gedetailleerde demo gespeeld tijdens een early preview. Deze preview is vertaald in het Engels en is hieronder te lezen.

Interessante highlights:
  • Geen 'funny style' zoals Pirates of the Caribbean. De visie die de ontwikkelaar hanteert is donker en gedetaileerd.
  • Wederom wordt het gebruik van buskruit wapens (musketten, duel pistolen, kanonnen etc) aangestipt.
  • Er is veel meer aandacht besteed aan de NPC modellen. Deze zijn meer gedetailleerd en uniek. Ook de bewegingen zijn sterk verbeterd en per klasse herkenbaar. Het verschil met Risen 1 is groot.
  • Er wordt sterk de indruk gewekt in het hele artikel dat het spel voor de console goed speelbaar wordt gemaakt. Helaas ten koste van de PC versie aangezien er ingeleverd wordt op bijvoorbeeld laad tijd. Terwijl de PC makkelijk zonder laad tijden kan, kan de XBOX dit niet. Daarom is gekozen voor laad tijden per eiland (gebied). Dit komt echter wel ten goede voor de XBOX omdat de kwaliteit van textures e.d. op PC niveau blijven. Laad tijden tussen indoor en outdoor zijn er niet. De interface is aangepast voor de consoles. Deze is dus zeer simpel opgezet zodat alles te besturen is via de gamepad. Dit wordt gezien als een nadeel voor de PC versie.
  • De graphics zijn volgens de schrijver oogverblindend mooi. De vrijgegeven screenshots halen dit niveau bij lange na niet.De systeem vereisten zullen niet hoger worden dan bij Risen 1.
  • Architectonisch ziet de game er ook zeer goed uit. Dus gebouwen en locaties zijn zeer mooi en uniek opgebouwd en weergegeven.
  • Crafting is terug. Alles wat een NPC kan maken kun jij ook.
  • NPC's zijn veel in gesprek met elkaar wat een levendige wereld oplevert. Het afluisteren van een gesprek kan zelfs een quest initiëren.
  • De gevechten zien er meer realistisch uit. (bijvoorbeeld het vallen van de vijand) Het gevechtssysteem is nagenoeg hetzelfde als in Risen 1 al zal het niet makkelijker worden. Moeilijkheidsgraad van een tegenstander moet af te lezen zijn aan zijn 'bodylanguage'.
  • Zoals het er nu voor staat wordt Risen 2 ongeveer 20 uur langer qua speeltijd dan Risen 1 wat op een totaal uit komt van 60 speeluren.
  • Een releasedate is niet vrijgegeven en ze hanteren, in tegenstelling tot de ontwikkeling van Gothic 4, een 'it's done when it's done' methode.
Disclaimer: Pas op, de onderstaande tekst kan mogelijk spoilers bevatten ten aanzien van het verhaal.

Game starts 10 years after Risen, Main character is bitter and disappointed that his doings didn't help much, he managed to save one island but more and more titans are waking up. He's joined Inquisition, the most powerful faction.

We start in Caldera. The Inquisition has found a way to protect it from titans' attacks but the town isn't self-sufficient and it depends on getting food and other goods from other islands. Unfortunately, ships sailing to the town are being destroyed by monsters that started terrorising oceans. There are rumours that some pirates know how to fight the monsters so our first quest is to gain their trust.

Piranha doesn't want to follow the light-hearted, funny style of Pirates of the Caribbean. Their vision of the game is much darker and the world should be very detailed.

Reviewer is quoting a Deep Silver employee, Daniel Oberlerchner, who claims that "Bows and arrows wouldn't suit game's theme and setting" so the designers decided to get rid of them and introduce guns. The explanation for such a jump in technology is that guns were already in use in the times of Risen but the island from the first game was pretty much a shithole with little contact with outside world. We'll be able to meet the inventor of firearms in the game.

Piranha and Deep Silver were listening to the fans and now they improve game mechanics basing on their feedback.

The first improvement can be seen in characters' models. In the first game heads were fit on different body types, while in Risen 2 whole models are being made for NPCs with great attention to details. The journalist was presented with screenshots comparing NPCs from both games and claims the difference in huge. Animations are changed too. All humanoids used to use the same animations so all women, men and lizard-men walked in the same manner. Now even different factions among people should be recognisable by the way they move. Short presentation proved that animations look naturally and all turns, attacks and gestures look impressive, much better than stiff moves from Risen.

Many of the changes are being made to assure the quality of console versions. [Fffuuuu...!!!!]

The main reason for the shortcomings of Risen's XBox version was time spent on creating it - work was started just eight months before release date. Now the game isn't being ported but the PC, XBox and PS3 version are all created at the same time.

Console port of Risen was ugly because its low memory couldn't handle loading highly detailed textures for such a big isle. Thus Piranha decided the action won't take in one place but on several smaller [fffuuuu...!!!!] islands and parts of the continent. This will allow for more detailed environment as the console won't have to store the data for the whole game area at the same time. There won't be any loading screens between outdoor and indoor areas.

It should also make the story much more interesting. "In the first Risen, the whole island was fully explored by the time you get to the third chapter and everyone knew that the game will end in the heart of the vulcano. Now we can introduce a new faction even after twenty hours of gameplay!" - said Daniel. They can also send you to a new area at any time and build suspense up until the end of the game.

Interface is design in such manner that it should be easily controlled with a gamepad [fffuuuu...!!!!] and the fonts will be bigger on consoles and on PC. PC gamers will still benefit from using mouse and keyboard, e.g. they will be able to drag and drop items in the inventory.

The editor couldn't believe his eyes, seeing how pretty the game was. The screenshots doesn't really show how beautiful the game is in motion. Water looks amazing because of the reflections and fishes swimming in it. The palms are swaying on the wind and are casting dynamic shadows. Textures are sharp and lightning is impressive. Daniel said that the demo was running on extremely powerful machine (and there were some frame drops despite that) but the game should look good on lower settings too and if you have a PC that fit recommended requirements f Risen, you shouldn't have any problems playing its sequel.

The architectonic style is worth mentioning too. The houses or other buildings look don't look like anything we've seen in "medieval fantasy" games and their placement make sense. There are no copy-pasted buildings, every single one should be unique and all the islands should have their own visual style.

Presentation also involved showing the day-night cycle which will impact the gameplay. NPCs will talk to each other, exchanging rumours about the various islands and their situation. Overhearing a conversation can sometimes introduce you to a quest [just like in E3 Oblivion presentation, nyah?] Crafting is back and "any item that can be made by a working NPC can be made by player's character too". A short fight showed that combat animations are improved and even animation of falling monsters look more realistic. The combat will be similar to what we experienced in Risen, some improvements are being made but there are no plans to make it simpler. You should be able to evaluate how tough an opponent is by observing his body language.

Risen 2 should be 20 hours longer than the predecessor, i.e. a single playthrough should last about 60 hours.

There is no release date yet, not even its year is sure. The game shall not be rushed so it won't share the fate of Gothic 3. Preview's author seems to be hyped.

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Een paar redelijk nieuwe kleine nieuwsfeitjes:
  • The release date and even the year have not yet been settled (quality first: only when the game will be ready)
  • The play time will be about 50% longer than in Risen 1 (average of 60 hours vs. 40 hours)
  • a PC that meets the recommended configuration for Risen 1 will be able to run Risen 2
  • All the animations for characters, monsters, etc. are completely rebuilt. They are smoother and much more various (e.g. possible to recognize to which faction a NPC belongs just by his/her way to walk).
  • The hero remembers Risen 1 events
  • It is possible to evaluate how tough an opponent is by looking at his body language (they can even run away if they feel too weak).
  • Day and night cycles will impact the gameplay
  • Possibility to filter the inventory items by categories and to make comparisons
  • Each island will be between 1/3 and 2/3 of Faranga size
  • There are firearm: muskets, pistols, etc...; they will offer a larger itemization than the conventional (cross)bows (e.g. number of shoots)

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hopelijk geen multishot onzin, dat was wel erg lame in two worlds II. Een boog die 10 pijlen in een keer schiet? kom op dat gebeurd alleen in Robin hood man in tights :')
Afbeeldingslocatie: http://i202.photobucket.com/albums/aa108/magpie2000/menintights.jpg

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SouLLeSSportal schreef op zaterdag 26 maart 2011 @ 17:30:
hopelijk geen multishot onzin, dat was wel erg lame in two worlds II. Een boog die 10 pijlen in een keer schiet? kom op dat gebeurd alleen in Robin hood man in tights :')
[afbeelding]
Zit dat ook niet in Diablo 2? Wanneer je 1 van die rogues inhuurt kan ze toch ook 3 pijlen tegelijk schieten? Of is dat alleen in de mod genaamd Median?

Anyhow, ik hoop ook niet dat zoiets erin zit. Wordt het wel erg ongeloofwaardig van allemaal. En gateling guns en misschien we een gateling bow (zie film van Hellsing) stoppen ze maar in Grim dawn. Past daar veel beter.

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Klein stukje nieuws omtrent het verhaal. Het is niet veel maar beter dan niets.

The hero from part one has become a sordid drunkard, plagued by the memories of what happened in Risen 1, and lives on Caldera, the last refuge of the Inquisition. Monsters rise from the depth of the sea and sink many ships which makes the supply situation on the island increasingly critical. He is ordered to investigate one of the many shipwrecks that was washed ashore. There, he meets Patty, daughter of captain Steelbeard from the first game. Apparently, her father has found a way to sail the seas unharmed by the monsters. They team up to search for Patty's father and his secret...

[ Voor 19% gewijzigd door FloydRaalte op 04-04-2011 16:50 ]

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Interview van een Russische website Igromania met Mike Hoge. Mede oprichter van Piranha Bytes.

German RPGs have been the only alternative to games from BioWare and Bethesda for quite some time. But they also have to deal with troubles. After Jowood's bankruptcy, the future of the great Gothic series remains clouded, the makers of Drakensang are now developing a browser game, The Dark Eye: Demonicon seems to have died before before it was born and things have been quiet about Sacred 3.

Basically, only our old friends are still fighting the good fight - the veterans from Piranha Bytes. Despite the rather moderate success of Risen 1, they announced a successor. And thinking about the situation about Arcania: Gothic 4, it seems that Risen 2: Dark Waters will satisfy the Gothic-deficit in the bodies of the Russian gamers.

But the people who made the first three Gothic games and repeated the concept in Risen 1 (for which they were, by the way, scolded by Igromania at the time) decided to make something new: The sequel will be nothing more than a pirate RPG. There will be cannons, firearms, sea travel. The get more details, we talked to one of the project leads - Mike Hoge.

Igromania (IG): Pirates and Gothic - an original combination! What known features of pirate romanticism will be see in your game?

Mike Hoge (MH): We will have everything that you usually associate with pirates: Treasure, parrots, a lot of rum! But we do not stop at clichés and also add fantasy elements, even Voodoo magic.

IG: Does that mean that Piranha Bytes will forfeit their dark and Gothic style this time?

MH: We believe that the pirate theme fits quite well to our style. We had pirates in our games before, i.e. in Gothic 2: Night of the Raven or in Risen. This time, we decided to dedicate an entire game to this topic.

IG: Something is telling us that we will see more romanticism and women this time. Is that correct?

MH: Yes, the hero will meet an old acquaintance - the pirate girl Patty with whom he flirted in the first game. But it's better to keep it secret where this might lead.

IG: It is known that the hero in the second part will be the same. But this time, he has depressions and drinks booze. How does that affect the gameplay? Will the game be more grown-up?

MH: The hero has come a long way, experienced a lot and that will of course influence the gameplay and also the decisions you have to make. But if we talk about the decision problem in RPGs in greater detail, then the gaming aspect is the most interesting for us. That means: How will your decision influence the options in the game? For example, the hero must get past a guard to get somewhere. Bribe the guard, beat him up or steal the key - that's only half of the possibilities.

IG: When watching the trailer, one could get the impression that we will work together more intensely with companions. Does that mean there will be elements of a party RPG?

MH: Companions are an important part of the game mechanics. We felt that we had to improve in that particular field and hence, developed the party system. It is important to understand that we develop a relationship system and not a party interface. In the game, you have to communicate with NPCs and not click through a menu. Most of the interaction happens via dialogue. In other words: You will have to tell your companions what you expect them to do.

IG: Tell us more about the game world. How large will it be, can we explore it freely?

MH: The action does not take place on one island anymore but on several. And you can use a ship to travel between the islands. In the first part, the world was smaller than in Gothic 3 and that worked quite well. In the sequel, we want to be daring again and make a larger world. And we want the world to have the same density as in Risen and our previous games. We're very proud of that.

IG: What factions will there be in Risen 2?

MH: There will be new faction for sure but I cannot tell you which ones.

IG: How will the role-playing system change? Will there still be teachers?

MH: For Risen 2, we developed a completely new role-playing system. Yes, there will be teachers and trainers but everything else will change. The player will have more freedom and he will be able to create his own class.

IG: There has been information that the combat system will change greatly. How exactly?

MH: One of the most important changes is the camera. While it was always glued to the back of the player in Risen, it is now detached from the hero which is very helpful in fights againt multiple opponents. Furthermore, we added more depth to the combat mechanics. Where you could only choose between a few moves in Risen 1, you will now be able to try different tactics, i.e. using both melee weapons and firearms. Together with enhanced animations and the motion capturing technology, we create an effective and impressive combat system unlike any in our previous games.

IG: Finally, one question we cannot keep back: Are you following the events with the bankruptcy of JoWood and are you perhaps thinking about buying your Gothic rights back?

MH: Of course we took notice of the situation but for the moment, we are completely focussed on Risen 2.

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FloydRaalte schreef op maandag 04 april 2011 @ 16:53:
Interview van een Russische website Igromania met Mike Hoge. Mede oprichter van Piranha Bytes.

interview
Het is jammer dat we idd eigenlijk afhankelijk zijn van andere producenten om een ander verhaal te brengen dan het standaard verhaal alhoewel bethesda daar zeker buiten valt. The Elder scrolls serie is gewoon top. Ik vond drakensang een mooie poging maar eentje die gewoon hard faalde in balans en verhaallijn. Te ingewikkeld en langdradig, terwijl ik daar zeker op het gebied van ingewikkelde tech/experience niet zo heel veel miste.
Ik wil gewoon een combi van the elder scrolls en dragon age. fix die tjak en ik geef gelijk een epic win.

Risen was ok maar de combat was niet echt van je het. de beleving van 'het leven' vond ik dan weer beter dan menig rpg...

@ floyd van raalte, wel meer games, dragon age ook bv. ik vind het niet echt top. doe dan gewoon snellere shots achter elkaar.

[ Voor 6% gewijzigd door SouLLeSSportal op 06-04-2011 06:45 ]

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Op de officiële site van Risen 2 is een vreemde timer geplaatst. Deze loopt langzaam af en vanavond om een uur of 11 zullen we zien wat er gebeurd. Hopelijk komen ze met nieuwe informatie over deze tweede telg van Risen. Spannend! 8)7

*Edit*
De timer is inmiddels verlopen en er is een Cinematics trailer verschenen.

[ Voor 24% gewijzigd door FloydRaalte op 13-04-2011 09:35 ]

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Er bestaat een goede kans dat Risen 2 een presentatie gaat krijgen bij de Role Play Convention 2011 in Cologne op 7 en 8 mei. Op de lijst staat namelijk 'Kock Media' wat dus de jongens van Deep Silver zijn. Er zijn officieel echter geen nieuwsberichten over het feit dat Deep Silver hier zou staan. Aan de andere kant kun je je afvragen wat ze anders dan Risen 2 in hun portfolio hebben wat ze zouden kunnen gaan presenteren tijdens een Role Playing beurs. Fingers crossed!

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Deep Silver op de E3:
Van 7 tot 9 juni vindt de "Electronic Entertainment Expo", of kortweg E³ plaats in Los Angeles. Ook aan boord van deze game beurs is Deep Silver met Risen 2!

Interviews:
* Interview met evel Designer Sascha Henrichs.

* Interview met Mike Hoge van Piranha Bytes en Daniel Oberlerchner van Deep Silver.
  • Our aim is to build an Xbox 360 version that you can't tell the difference to the PC version on first look.
  • The project Risen 2 is by far the most expensive project that we've done.
  • The game world of Risen 2 has several islands the size of the island in Risen 1.
  • We go one step more towards the reality approach: what one person really could do, not the superhero stuff.

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Hmz... Het laatste doet mij vermoeden dat het nog wel eens een hele uitdagende game kan gaan worden.
Verder mooi dat ze de grootte behoorlijk uitgebreid hebben, weet nog het verschil tussen Gothic 1 en 2, was echt heeeerlijk om een grotere wereld te hebben :)

Kan iig niet wachten, hoewel ik denk dat ik hem toch maar op de PC ga spelen...

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The website GamersGlobal published an interesting interview with Björn Pankratz from Piranha Bytes. They talk about Risen 2 and what will be special about it.

GG: Björn, I myself sometimes still say "GameStar" when I mean "GamersGlobal". Is it similar for you and "Gothic" or do you really manage to flawlessly say "Risen" all the time?

BP: It's difficult sometimes, I have to admit it. Especially when there's a number behind it. I have said that so many times over the years, it's hard to get it out of your head. But we started something new and it was good after all those years to clean out the dust and not having to continue an existing story all the time.

GG: Risen 1 was not as big as Gothic 3 but similar to Gothic. I get the impression that you are really choosing a new path with Risen 2.

BP: For us, the mission of Risen 1 was to show the world that we can make a solid game. A foundation to work on. It's not that easy to create a complete new universe. Therefore, the setting of Risen 1 was a bit smaller. But with Risen 2, we can go for it!

GG: And now you have pirates and the Caribbean as primary element. Is it just a coincidence that "Pirates of the Caribbean 4" is coming to the movie theatres?

BP: Pure coincidence. We have been using pirates for quite some time now and wanted a faction that was similar to the ones we had before but also new. We had pirates in an add-on but we could not tell a real pirate story so far. We always stayed with classical fantasy. And we wanted to get away from the rather inflexible setting we always had.

GG: You mean the separation in three or four chapters with a fixed progression at every new chapter?

BP: We were attested "solid but plain cooking" for Risen 1. And many gamers had the feeling to have seen all of it somewhere before. This time, we want to tell a non-linear story which is still bound by chapters. Because you cannot tell a great story if you don't have at least a few bottlenecks in it where you know exactly where the player is and what he has already done until now. Gothic 3 had a huge world that was open from the start. You could talk to every character from the beginning. We don't want to leave the player that much without guidance. We want the best of both worlds for Risen 2.

GG: There are those pirate games from 1C Seawolf, the newest is named "Captain Blood". They focus on ship-to-ship combat but you can also do some quests on land. Will you go in that direction with Risen 2? Will there be naval battles?

BP: We don't want to reveal that just now. But we from Piranha Bytes know our strengths, which are roleplaying, a lot of factions, a realistic presentation of the world. Each point that you see is a place where you can actually go. There will be villages and camps. In short: We won't go too far from what we know how to do it. The games you mentioned are very empty on land. But we want a living world, as we had it every time before. We do not want to make a naval warfare simulation.

GG: The world of Risen 2 will definitely be divided into islands on which separate factions are living. Don't you think it's risky to fully go with the pirate theme? Not everyone might like that.

BP: Our Gothic 2 add-on "Night of the Raven", where we also had pirates, is still highly appreciated by our fans. In Risen 2, the pirates will be about the same way as they were portrayed there. But of course much more detailed. But the game will be about more than just pirates. If you like Piranha Bytes games, you surely will not be disappointed.

GG: The factions in your previous games were always made from the same recipe. There was the "force of order" and there were the "rebels" or "swamp dwellers". And there was a magical or clerical faction. Is that the blueprint for Risen 2, too?

BP: We will take a few freedoms with that basic system, this time. There will be factions that you can join. But I cannot explain that in two sentences. The story will definitely be in the foreground.

GG: You don't plan on "nerfing" Risen 2 compared to your previous games?

BP: No.

GG: Gothic 3 was huge but a bit empty at times. Risen 1 was much smaller but well filled. In what direction will you go with Risen 2 regarding the world size? More Gothic 3 or more Gothic 2?

BP: Somewhere in between. It will be a big world but each island, each region to which you can travel will have its own story. It won't be a huge brick of land where you have to cross the "plane of boredom" before you finally meet someone. Everything will be built by hand and we will guide the player through the world in a reasonable way. We want to offer a balanced mixture of talking, exploring, questing, fighting and so on.

GG: That means you won't be able to go everywhere from start?

BP: We first present the concepts to the player. He can't go everywhere at first. It starts very linear but it won't be long before you can travel freely on one island. Other islands will follow later on. The explorable world grows as you progress in the story.

GG: In your opinion - what is the biggest change in Risen 2 compared to its predecessor?

BP: The characters! They are much more detailed, appear more often, have a better connection to the player. You just can do a lot more with them.

GG: But you will still be travelling alone most of the time? Instead of with a party?

BP: You'll play one character. But the least you can expect are short periods as in Risen 1 where you were accompanied by Patty for a while. We will reveal more about that shortly.

GG: In the games business, there are two diametrical trends: Action games are getting shorter and shorter, you can be happy if you get a solo campaign that lasts 8 hours. At the same time, roleplaying games like The Witcher 2 or Two Worlds 2 don't get that much shorter. But certain groups of players don't want to spend 50, 60 or 70 hours with a game. They are even frightened by that. What play time to you target with Risen 2?

BP: A part of the gamers wants to look in every corner of the world, turn over every blade of grass to find even the last hidden item. And we will definitely serve that fraction. Those "explorers" will spend a long, long time in Risen 2. The ones who want to go through rather quickly can do that. But it won't be that easy. Risen 2 won't neither be short nor exorbitantly long. It will definitely be bigger and longer than Risen 1.

GG: The console port of Risen 1 was not exactly a masterpiece. It was more difficult and looked uglier. Will that change or do you say: "Lead platform is the PC, the rest is to be done by someone else."

BP: The console port of Risen 1 was started after the PC version. This time, we develop in parallel. I expect a huge increase in quality. For example, we took care from the beginning that we will have good mouse-keyboard controls on the PC as well as good gamepad controls on the console. We also want to do tests to see if we need to adjust the difficulty level depending on the platform.

GG: Console always means "achievements" and more and more "DLC". Do you want to sell your fans only "half the game" and charge them for the rest, too?

BP: No one needs to be afraid about the amount of content.

GG: Technologically, the consoles have reached a limit concerning further enhancements. Is that a chance for the PC to return as the main gaming platform in the next years?

BP: The performances of PCs stagnates but the shrinking of the PC as gaming platform also stagnates. Hence, I believe that the PC market will remain in about its current size in the next years. There are people who want to play a game 50, 60 hours comfortably in their living room or at the PC, on a big screen, and then put it on the shelf. These people will always exist.

GG: But the big money seems to be made with browser games. With "Free To Play", not everyone pays and many just pay small amounts. But the huge amount of players and the relative simple development make strong arguments for F2P titles. Compared to the labour to create a "real" game over many years, why should you be designing a "Gothic 6" in five years when it is so much easier to make a browser game and earn money with that. You know, drive a Porsche and all that!

BP: Because those games with Free2Play concepts don't need game designers. Actually, such games mostly need a sales manager. We at Piranha Bytes want to tell stories. We want to offer gamers a full-length entertainment program. And even if we do go with the time and now also have things like achievements, we won't forget our strengths and move to completely different terrain. We are quite comfortable where we are right now. Even if we don't drive a Porsche.

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GG: Console always means "achievements" and more and more "DLC". Do you want to sell your fans only "half the game" and charge them for the rest, too?

BP: No one needs to be afraid about the amount of content.

Dit is een nogal niet bevredigend antwoord imho... Vooralsnog geef ik hem het positieve voordeel van de twijfel maar ik hoop niet dat ze de dragon age/Mass effect kant op gaan...

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Wel een leuk interview moet ik eerlijk zeggen.
Ben echt zeer benieuwd hoe ze alles uit gaan werken zoals hij het nu uitlegt.

Piraten, eilandjes, niet "generfed" dus nog steeds geen scaling enemies (hoop ik iig dat ik dit hieruit op kan maken!), lekker groot.

Kom maar op ^_^

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Op de Duitse site GameStar staat een preview met heel wat nieuwe screens e.d.

Afbeeldingslocatie: http://images.idgentertainment.de/images/idgwpgsgp/bdb/2230067/bigimage.jpg

Afbeeldingslocatie: http://images.idgentertainment.de/images/idgwpgsgp/bdb/2230061/bigimage.jpg

Afbeeldingslocatie: http://images.idgentertainment.de/images/idgwpgsgp/bdb/2230056/bigimage.jpg

Afbeeldingslocatie: http://images.idgentertainment.de/images/idgwpgsgp/bdb/2230059/bigimage.jpg

[ Voor 6% gewijzigd door FloydRaalte op 28-05-2011 19:24 ]

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En nog een interview met Mike Hoge:

Mike Hoge currently works for Piranha Bytes as a project manager. He was also responsible for Gothic 3. GameStar asked him a few questions, the following interview appearing in the printed magazine (06/2011). The English translation is now available for you here on World of Risen.

We would like to thank bigsnappy for translating this.

GameStar: How significant are the opinions of the community during the development process ?

Mike Hoge: Of course we let ourselves be influenced by the opinion from the community. It is a complex, partly subconscious thinking process, during which we react to certain currents. Single opinions can play a role as much as democratic majorities, because individual opinions can be food for thought as well.

GameStar: How strongly has this influenced the development of Gothic 2 and 3?

Mike Hoge: The essential changes, which we implemented in the Gothic games, were not a consequence of the feedback of the community. Especially during the first years the decisions over the changes were already made, before anyone in the forum wrote something about them. In the case of Gothic 3, for instance, we took the decision to make a big world because we wanted to implement horse riding. Unfortunately, for known reasons, it wasn’t meant to be.

GameStar: What did specifically come from the community?

Mike Hoge: We mostly reacted when a large number of people nagged about adjusting features or interfaces. The proposals were less like "Put in some dwarfs and elves", but way more like tangible things such as "I want to be able to turn off the messages."

GameStar: Are there community-suggestions, which you have implemented and regretted afterwards?

Mike Hoge: No. First of all we are responsible for the mistakes found in our games.

GameStar: Are there moments when you ignore the influence of the community because you believe in your ideas ?

Mike Hoge: Yes. Sometimes the idea can be that good, but with twenty men and a relative small budget you cannot realize everything in the desired quality. That is easily forgotten. Also there are decisions, like the pirate scenario from Risen 2, which will clearly make us lose some supporters, because they simply say: "I think pirates are stupid." In exchange we hope others will join, who say: "Finally we get a pirate role playing game." We do not make the games just for the community, but also for ourselves.

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Nieuwe artwork:

Afbeeldingslocatie: http://www.worldofrisen.de/images/gallery/147/d0c6a3bf173f817f8397abcf9bca8504.jpg

Afbeeldingslocatie: http://www.worldofrisen.de/images/gallery/147/04b317a236787b0656c62f4e513ff7f7.jpg

Afbeeldingslocatie: http://www.worldofrisen.de/images/gallery/147/0a0dd68eaf95891648ed6b4ec92ec486.jpg

Afbeeldingslocatie: http://www.worldofrisen.de/images/gallery/147/9b906c9fa232725aa059c6980da6abb4.jpg

Afbeeldingslocatie: http://www.worldofrisen.de/images/gallery/147/64585d26a4e05f857281ae503a4c5b20.jpg

Afbeeldingslocatie: http://www.worldofrisen.de/images/gallery/147/46a747cff3f09a0ea4380c4f1a5ce3ed.jpg

Afbeeldingslocatie: http://www.worldofrisen.de/images/gallery/147/6be3cb4d1d7e80db839aab1015788043.jpg

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7 juni loopt informatie embargo af.

Joachim Hesse, deputy chief editor of the online magazine spieletipps.de has visited the Piranhas. After a conversation with Daniel Oberlechner and Björn Pankratz it has been revealed to him that Deep Silver will finally end the "information embargo" on the 7th of June. There will be more info on the game released, and questions will finally be answered.

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Op Amazone staat een versie van Risin 2 onder een andere naam, namelijk Risen 2: Dark Waters - Stahlbarts Schatz (PC) of in het engels Steelbeard's Treasure. De geruchten doen de ronde dat dit de collectors editie gaat worden. Aangezien er een prijskaartje van 100 Euro aan hangt lijkt me dat zeer waarschijnlijk.

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Interview van Gamona met Björn Pankratz:

When you meet with the developers from Piranha Bytes, you pretty soon end up in a lively discussion about this nostalgical “Back Then” and about how roleplaying games have changed over the past few years. During a Risen 2 presentation in Berlin, we chatted a while with project lead Björn Pankratz.

gamona: Hello Björn. Firstly: After the presentation of Risen 2, I really felt the urge to explore that world, to discover and move along in it. As always with you, many things regarding architecture and design appears to be carefully crafted by hand. Do you think it a compliment when I say that it reminds me a bit of “The Witcher 2” which was released shortly ago?

BP: Yes, it is a compliment for me, definitely. Because I know that “The Witcher 2” is a game produced with much effort. We always strive to offer a good look and combine it with our Piranha-typical mechanisms. We also try to make the graphics as good as possible and when we get compared with “The Witcher 2”, it surely is a big compliment for us.


gamona: What do you mean with “produced with much effort”?

BP: Back in the day, you had that wiremesh on which you slapped a texture and you suddenly had a character. Today, you have to make the game five times, so to speak. Bump maps, diffuse maps and all that stuff. I don't know that part too well myself because the technology does not wait for me. What I mean in relation to Risen 2: If we make a pirate setting, then we want the game to be designed for it. Not just the story and characters but the entire world.

The city, everything around it, it has to look like pirate buildings made of a few wooden shacks, like a provisional home. Around these shacks, they [the pirates] placed stones and hence, everything seems organic and intricate. This feeling, that pirates came and that they build their houses like they do, this must be transported to the player.


gamona: Regarding the liveliness of the world; I get the feeling there has not been much improvement over the years. Nowhere. Previously, guards reacted to theft and so on. They still do that. But not even in every game.

BP: Displaying a living world is always a difficult thing. What is “living”? And how far can you go away from it to enforce certain mechanics onto the player (e.g. “walk down this way, then left, then right”)? Then there's a character who always sits on the same spot because you won't find him otherwise.

It's possible that some of these mechanics work and are not recognised as enhancement. Example: A character behind a bar is a barkeeper. It I'm looking for rumours or searching for someone, I go to him first. Hence, he must not move from that place. In this case, game mechanics take effect that are proven to be successful.

You say that there has been no improvement in matters of liveliness. In my opinion, a lot has happened. Simply the fact that our characters have a much better independent existence, that they sometimes interrupt dialogues and get involved in discussions – those are new functions we are experimenting with in order not to endanger our reliable concept and enhance it.

Liveliness is not achieved by looking at someone with a magnifying glass and saying: “Oh, look! He moved!” but by that what the player perceives as movement and liveliness. The preferences are very different in that matter. Some players like to go to the beach, look at the sunset and enjoy the atmosphere. For them, it's a living world if they hear the crickets chirp and flies are buzzing around them.

Others expect certain character reactions to something they did. And as quickly as possible of course. E.g., I draw a sword and them put it away after I get threatened.


gamona: Are narrative and those liveliness aspects virtually exclusive? Let's take a typical BioWare game. Well told story but a lot of salt pillars that don't move even one inch.

BP: Daily routines of characters are supported and valued differently in different games – depending on what the developer wants to achieve. For us, the playful part is in the foreground. That which the player expects, the impression that a location makes on you when you enter. How much work do you invest to make a living world and let characters react to your actions? I am under the impression that we found a good compromise.


gamona: In the times of the four-people-developer rat shop, would you have thought that “Gothic” would still be used as an example for good character behaviour ten years later?

BP: Yes. Because even back then, much was possible. Think about “Ultima Underworld” where you could do anything that is still usual today: Shoot a bow, magic, look up and down, jump around, pull a lever, summon a monster and let it fight. Everything that's typical for RPGs you could already do back then.

Now you could say: “Make a game like Ultima Underworld, it was soooo cool back then!”. Everything looks good today but the gaming part gets left behind somewhere. And that is the core of your critic, too. But not only for me as game designer but the entire business, other things are also important. Like the narrative presentation of the story. There are much more cut scenes implemented, many things are chewed for the player.


gamona: Chewed for? As in: You don't have to think for yourself?

BP: Yes, that is a trend which we as developers observe. And to find a middle way through it is the important thing. Between the stuff that is chewed for you and that where the game pulls me in, where I can explore it freely and live in it. With “Risen”, we often received the critic: “I arrive at the beach, the game starts and shortly after, I somehow lost the thread and just run around the landscape.”

To find a mixture in that matter is an art. And it is in the perception of the player whether the arc of suspense takes effect or whether he is annoyed somewhere so much that he stops playing. It is a very complex topic.


gamona: Beach is good, the waking up there less so. How are things going with the hero? On the pictures he looks a bit more quaint, has an eyepatch, shaggy hair and a three-day beard. Again a bog-standard type or will he be more palpable as a person?

BP: He will definitely be more palpable as person. And we reformed him a bit more in the direction of the player. Meaning he will show more emotion, more reactions in the way the player wants him to be. That is, for instant, reflected in the dialogue options you get access to. But also in the references to the predecessor. E.g., there will be characters who you already know.

The story will be continued [from R1] and you do not have to know the previous part to unterstand “Risen 2”. The second part primarily tells the story of a soldier of the Inquisition who becomes a pirate. And that's a story that even newcomers will understand.


gamona: Some months ago, Jowood released a game which – shall we say – missed the expectations of the players a tiny bit. I don't want a statement from you about that but I am interested in what you make of the reactions of the fans. That rejection.

BP: We opened a new chapter by making “Risen” with Deep Silver and that's what we kept at so far. We saw it as a chance to make something new, something we always wanted to do. For instance, that you can travel to several small islands and so forth. You always have to move within the bounds that market creates.

And we noted the reactions of the fans to “Arcania” but somehow, it passed us by.


gamona: What? The reactions or the game?

BP: The reactions of the fans.


gamona: But you did watch it, didn't you? Maybe the entire team and a bottle of Vodka?

BP: (smiles): That not. Every one for himself. There are some who watched it – including me. I wanted to get an impression of what they [Jowood] were making there. But there are also those who ignored it. It's a potpourri, there's not that one Piranha Bytes opinion.


gamona: But the brand remains in your possession. It would be a shame if it were to just waste away for all eternity...

BP: If you see it that way, that's great. It means it's still worth something.


gamona: Why don't you give it to CD Project? “Gothic” is a major brand in Poland and they sure could make something good out of it.

BP: (thinks some time): No idea. You tell me.


gamona: If you don't use the brand, nobody shall or something like that? No idea, I just think that this roughness, this dirtiness, this living world, there are some parallels.

BP: Ok, it's like this: We focused on our future. We still do. What we get back with this brand [Gothic] is an option which we have not really thought about so far. We are comfortable in the universe we are now in. We have a core team of 20 people and their full attention is now focused on “Risen”.


gamona: If you look back on the last 10 years in your company: What has changed? Where did you evolve? In matters of workflow, organisation and so on?

BP: Back then, we ate books and tried to realise what bright statements we found in them. We stumbled over our own incompetence and ideas about how things had to be. Partly, that was written in those book, but there was also a lot of junk in them that lead to some over-bureaucracy.

Those books were written by people who did not know the business because it didn't exist yet. It was a chicken-egg-problem. By now, other people know more about certain things and we can copy them. But we are also veterans by now and others copy things from us. It's a give-and-take.

We have to try to keep open for new developments but must not forget our strengths. The responsibilities are for more spread around these days. We always had flat hierarchies, many people who had a say in things – something which we intensified. Our specialists, as I call them, specialised even further. The development is getting more and more complex. Sometimes, you have to be able to delegate things. And we do that.


gamona: If too many people have a say, does that not result in an overflow of opinions and disagreements?

BP: No, quite the opposite. The final decision rests with the meeting of the different area leads, not one single person. Things that can be decided democratically, are decided that way. Always depends on how important they are. Some things are not that important. For example, to place characters in the world and give them quests and dialogues – I'm going to call it vegetables – that's always the same. You don't have to explain that to people who have been doing it for years.

But there are certain quality aspects that a game has to fulfill and in which you have to put some power. There, we always make collaborative decisions. The short-term “implementing features as we go” has been drastically reduced because we know now more about what we do.


gamona: Implementing as you go?

BP: Yes. Or remove it. An example: With Gothic 3, we planned on making horses. The size of the world reflects that. The horses got canceled but the size of the world remained because it was already there. That was a grave mistake we made and we try to avoid things like that in the future.


gamona: Which perfectly fits to the console version of “Risen 2”. You weren't exactly lucky with the predecessor. How does the porting work this time, was will be better?

BP: We now regularly merge our development environments together. That was not the case with “Risen 1”. At some point, we just handed over our (PC) development environment. And they [WizarBox, french developer of the Xbox360 port of Risen] just reduced everything where they meant to save performance – because of the limited memory. For example, the textures. Because the guys over there are pure technicians, they could not check whether a roof or a floor will become blurry. Or if the eye-catchers looked sludgy because they were placed on one big texture. So it happened that visibility range and other things were “optimised away” in an unlucky way. If we at PB had been involved and had had the time for it, we might have achieved something better.

We now do that with “Risen 2”. In regular intervals we look at everything and evaluate it. We help with the design of the gamepad interface and create it simultaneously with the PC version. Hence, the result will be much better in the end.


gamona: As developer who made PC games for years, don't you feel a bit constrained by all that limitations?

BP: We don't think of it that way. We are console players ourselves and see the advantages of a console game which gives you the opportunity to such put the controller in your lap and play on the couch in front of a large screen. And we will make the game so that PC and console gamers will have the same experience.


gamona: “Risen” for the Xbox 360 was something as a baby step for you. How important are the lessons you learned there?

BP: We now profit from the experience we gained back then and are now in a better position to port our content to the console – because we planned with it right from the beginning. Not as with the first part. Many parts of our engine remained the same or use similar mechanisms as in the first Risen. Hence, the position is now much better.


gamona: Obsidian makes an espionage RPG, Troika's tragic story is known to everyone, BioWare also thought about making an RPG in modern times. Can you imagine to do something similar courageous?

BP: We got attested to be very bold to even touch a pirate game. Today we had the question for naval battles, for some things that you link with pirates and that we offer but not in the way some of you might imagine. You always have these problems when you make something new. We can imagine many things but we must have fun with it and it must be doable. We can't just sit down and make a racing game because we simply lack the skill for that.

Besides, I think the idea of pirates, the change to firearms, the extend of the outsourcing with a team of 20 people, the rework done to the animations, the change of the setting, the rework of the skilltree up to the characters, that's a bold change.


gamona: What details did you talk about when it came to new ideas, new settings?

BP: (thinks for a while): With the first Gothic, we had the idea to make a multiplayer game. That was an idea we carried with us for a long time and always threw away. Mage Milten was “PC_Milten”, Gorn was “PC_Gorn” and the hero was “PC_Hero” - those were the IDs in the engine¹. Everything was planned as great multiplayer game, I don't know (grins).

But we went away from that. With the first Gothic, we did not even plan on making dialogues. Everything was to be done via “thumbs up” and “thumbs down” as reactions for “Yes” and “No”. There also were no experience points and many of what you see today was realised only in the last year of development. Which means: The game as we know it today was created in the very last year.


gamona: And what beyond Gothic did you think about?

BP: We thought about everything. About shooters, some abstruse multiplayer online things and so on. The past has shown: Even if we made a shooter, there would at least be different characters with whom you'd have to do some quests and to whom you could reply impudently or nicely. The language in the game would also be very rough and before you know it, we'd be back at what we can do best.


gamona: You mentioned that early “Gothic” draft. There are some very old pictures of the game on the internet – are they all from that time?

BP: Yes, that's all from the time. For example, there's a still photo of Carsten Edenfeld's head because every character had that. Carsten is a programmer who worked with us for a long time. We made a photo of him, put it on all characters and dressed them up. The mana bar was made of little aztec heads, the health bar of little hearts.

We experimented with a lot. The vision we had was: We'll make the coolest game that was ever created. And we were lucky that we decided on the right things that were accepted by players.


gamona: That's a good closing. Hmm... and a good headline.

BP: Finally (laughs).

gamona: Thanks for the interview and Good Luck with Risen 2.

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Tijdens de E3 hebben veel gamessites Risen 2 kunnen bekijken en daar zijn een hele hoop previews uit ontstaan:

GameSpot:
With a beautiful setting filled with piracy, the opportunity to bring in an extra hand for combat, and a promise of a much fairer open-world RPG experience, Risen 2: Dark Waters is shaping up to fix its predecessor's flaws. The game will be out in 2012 for the PC, PlayStation 3, and Xbox 360.

RPGFan:
Risen 2 is certainly looking much better than its predecessor, especially based on what we've seen of the console versions. The game is slated for release in the first half of 2012. Europeans who visit GamesCom will also have the ability to get hands-on with the title. Risen 2 might just be the game to get hardcore PC gamers to tear their eyes away from The Witcher 2, and fans of Piranha Bites shouldn't be disappointed.

PC Gamer:
It is weird how similar a pirate-theme is to the traditional RPG setting, but instantly it makes me more likely to play it.

IGN:
Risen 2 is clearly a big step up for Piranha Bytes, with a large amount of detail packed into every environment to make the game look and feel brighter and more vibrant than their past work without losing the studio's signature touch of realism. Once you arrive at an island the developer is saying there'll be no loading times whatsoever as you transition between outdoor and indoor environments, which they hope will make for a more immersive experience.

JustPushStart:
It takes more than seasoned fighting skills to make a true pirate. Having a crew (hopefully loyal) is a crucial component to the pirate’s lifestyle. There are around 5 different companions you can obtain that have unique abilities and specialties. The crew is collected from each island which you can travel to via ship (another important aspect for pirates). Only one crew member can be taken on land at a time. Their actions will vary once they are by your side.

Joystiq:
While the graphics look better, the gameplay still looks as frustrating and inaccessible as all of these other hardcore RPG titles, with various monsters assaulting you as soon as you step out into the world, and lots of complicated mechanics with not a lot of direction.
RPGamer:
The developers have decided not to use any kind of level or dungeon generators. There are no cookie cutter dungeons or towns, no random chest filling, and no dungeons are recycled. This means that every chest and piece of loot you find was placed there by hand by one of the game’s developers.

Gaming Nexus:
This forces the player to choose between abilities and tactics that work for that particular situation, rather than settling into a tried and true method of combat that some might be too lazy to experiment outside of. The basic components to your fighting style will include melee, range and magic.

Gamesradar:
The early build we saw definitely showed promise and significant improvements from its predecessor, so if the team is able to deliver on that promise, this could be a truly memorable seafaring epic.

Spong:
As something of a pirate-for-hire, your tasked with finding out why the creatures are there - and to do that, you have to infiltrate an opposing pirate faction thought to be behind the mutant nonsense.

[ Voor 9% gewijzigd door FloydRaalte op 22-06-2011 11:53 ]

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Antialiasing:
Zoals iedereen weet die een van de Gothic games (kuch-gothic3-kuch) wel eens gespeeld heeft: Ze zaten vol met grafische bugs. Een klein stukje nieuws uit een forum wijst er op dat Risen 2 intern AA opties heeft, wat de eerdere games niet hadden en wat voor veel van de grafische ellende heeft gezorgd.

Daniel Oberlerchner confirmed in our forum that Risen 2 will the first Piranha Bytes game ever to offer internal antialiasing. While the technology that smooths edges could easily be forced upon Gothic 1 and 2 via the driver, it often resulted in problems with Gothic 3 and Risen 1. Those games used deferred shading which conflicts with the classical antialiasing algorithms. Risen 2 will now have the option to activate antialiasing from within the game and thus, full support for this option.

What technology actually will be used and whether a certain DirectX version is required, is currently unknown to us.

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De site van Risen 2 is eindelijk weer eens bijgewerkt en je vindt nu meer achtergrond informatie over de game, character beschrijvingen en wat nieuwe art plus screens. Voor de rest blijft het qua ECHTE informatie nog steeds behoorlijk stil rondom Risen 2.

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Zo het is weer een tijdje geleden dat er iets gepost is in dit topic. Intussen is er wat meer nieuwswaardig materiaal naar buiten gekomen. Hieronder een kort overzicht:

Copy protection:
Risen 2 gaat steam gebruiken als copy protection systeem.
Lees het volledige artikel.

Nieuw design en content op de Risen 2 homepage:
Meer background informatie over de wereld.
Meer informatie over het verhaal en de karakters.

Interviews met Björn Pankratz (core member van Piranha Bytes):

Interview 1
Interview 2

Hands-on preview:

Gamescom 2011 Risen 2 preview

IGN preview:
Veel nieuwe informatie, screenshot en beeldmateriaal in de preview van IGN.

[ Voor 16% gewijzigd door FloydRaalte op 11-01-2012 21:06 ]

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De releasedate is bekend: op 27 april 2012 moet Risen 2 in de schappen liggen.

Check ook de site voor veel nieuwe screenshots, achtergrond info e.d.

Hieronder wat voorbeelden. (niet clickable)

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/w1.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/w2.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/w3.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/w4.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/w5.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/w6.png

Afbeeldingslocatie: http://img.photobucket.com/albums/v733/Floydraalte/w7.png

[ Voor 62% gewijzigd door FloydRaalte op 11-01-2012 21:16 ]

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Een nieuwe Making off video laat stukjes combat en facial expressions zien.

Andere filmpjes:
Verschillende fracties binnen de game. Klik.
Ingame HD beelden op GamesCom. Klik.

[ Voor 42% gewijzigd door FloydRaalte op 02-02-2012 22:22 ]

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Voor degene die het wellicht nog wat interesseert in deze tijd van Diablo 3 madness: helaas voor de console gamers onder ons is Dark Waters uitgesteld naar 25 mei. De PC gamers hebben weer eens mazzel en houden de release date van 27 april. Komt Dark Waters net voor D3 uit, heb je toch nog even afleiding en bijt je je nagels niet stuk van al dat wachten op Diablo ;)

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Op FOK staat een leuke preview van Risen 2. Vanaf vandaag ligt de game in de winkels.

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Ziet er interessant uit. Even wachten tot de reviews binnen zijn, als die positief blijven zal ik het kopen. Ik heb nog nooit de Gothic/Risen games gespeeld.

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Hier zie je de reviews:
http://www.metacritic.com...ark-waters/critic-reviews

Ik zou de reviews eerder matig enthousiast noemen. Moet zelf nog altijd Risen 1 spelen alhoewel ik twijfel of dat er ooit nog van gaat komen.

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-AzErTy- schreef op zaterdag 28 april 2012 @ 20:07:
Ik zou de reviews eerder matig enthousiast noemen.
Inderdaad... ben zelf best een fan van de Gothic reeks en daar hoort Risen natuurlijk een beetje bij. Risen 1 vond ik overigens best leuk. Ik moet echter bekennen dat ik Risen 2 eerst op een wat minder legale wijze heb geprobeerd en ik ben niet echt overtuigd.

If you can't take the heat, don't tickle the dragon.


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  • mister_S
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Het is een goed spel, een standaard PB spel eigenlijk. Technisch is het ietsje slechter dan Risen 1 en de combat is ook wat slechter, maar de setting etc. is weer beter en unieker. Ik weet niet of PB ooit naar feedback luistert na het maken van een spel, maar na vijf PB spellen lijkt me dat uiterst onwaarschijnlijk. Keer op keer maken ze precies dezelfde fouten en keer op keer nemen ze exact dezelfde verkeerde design beslissingen. Dit is al hun vijfde "flawed gem", ik persoonlijk wordt er onderhand schijtziek van. Ze zijn na al die jaren nog steeds een stel amateurs die goede ideeen en een groot talent hebben. Erg jammer.

Leuk spel, net zo goed of slecht als elk ander PB productie. Geef het een paar uur, dan wordt het pas echt interessant. Ik weet dat het vloeken in de kerk is, maar dit spel spelen met muis en toetsenbord werkt voor geen meter. Gebruik een controller. Ik raad ook af om niet meer dan 30 euro te betalen, dus wacht op wat kortingen.

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  • totempaal
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Ik vindt het een goed spel! Het begin is een beetje traag. Maar ik vondt dat niet heel vervelend.
De setting erg gaaf! verhaal wordt ook steeds beter.
Heb er nu een kleine 30 uur inzitten. En heb nog niet het gevoel dat ik er bijna ben. Speel lekker rustig zoek alles uit. Het spel is prima te spelen met muis en toetsenbord. Ben jammer genoeg al wel wat bugs tegen gekomen.... Zelfs 1 in een quest...
spoiler: sabotage the cannons
Op een gegeven moment moet je dus de cannons onklaar maken in de haven. Echter dit kan niet ongemerkt! Dus moet steeds knokken met de guards als die me betrappen.... Internet leerde me dat er meer personen hetzelfde probleem hebben. Of we doen allemaal wat verkeerd.... dat kan natuurlijk ook! ;-)


Maar goed ik blijf door spelen! Ik hoop wel dat ik het spel voor 15 mei heb uitgespeeld.... Want dan heb ik geen tijd meer voor andere spellen....

PSN: Totumpaal


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spoiler: sabotage the cannons
Als je de boot vol met water laat laden, is er maar 1 wachter die zit bij de kannonen, en eentje die heen en weer loopt. Goed timen en je hoeft er dus maar 1 klop te geven.


Ik heb 't spel ook en mij valt het zwaar mee. Alleen de bomen zijn soms wat onnatuurlijk, en het is vaak veel te donker.

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  • breagor
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gewoon een goede RPG....prima getimed om de tijd tot diablo III te overbruggen...ik vermaak me er uitstekend mee

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  • SouLLeSSportal
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SouLLeSSportal

Teamplay is everything.

Even een grote kick ivm dat er nog geen risen 3 thread is, de game is nu al een tijdje uit en borduurt voort op de gameplay van risen 2 met een gelijke piraten thema etc. (ik heb zelf niet het geduld een goede aan te maken... :X )

NVM: WAT EEN ONTZETTEND KUT SPEL! omfg dat ze dit na risen 2 nog slechter hebben kunnen maken en uitgeven. wtf wtf wtf. zo jammer risen 1 was best wel vet, dit is echt zoals een slechte pornoparody van een bekende film...

[ Voor 32% gewijzigd door SouLLeSSportal op 09-09-2014 21:13 ]

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SouLLeSSportal

Teamplay is everything.





als je een inzicht wil krijgen wat de eerste 3 uur van risen 3 voor mij was voordat ik het deinstalleerde.

[ Voor 8% gewijzigd door SouLLeSSportal op 11-09-2014 01:39 ]

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  • FloydRaalte
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FloydRaalte

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Ik heb me anders goed vermaakt met Risen 3! :D Leuk verhaal, leuk piraten thema, interessante quests etc. Helaas niet al te beste grafisch, besturing wat onwennig en aparte zaken zoals items niet kunnen oppakken wanneer je een zwaard in je handen hebt. Vechten is met meerdere vijanden gewoon irritant en onrealistisch. Ook is de game vrij liniar zoals de meeste Risin of Gothic games. (behalve de eerste) Je kunt dus niet 'echt' exploreren. Ondanks dat heb ik toch een leuke game gespeeld :) Misschien ben ik te snel tevreden :P

*edit* hier even wat recenties van bekende game sites, wellicht wat meer betrouwbaar dan mijn mening ;) :Dan even over dat filmpje... De game is absoluut geen topper hoor maar ik zie tegenwoordig zoveel van die sneue semi-grappige roast flimpjes waarin mensen lollig proberen te zijn door een game op alle vlakken af te kraken. Meestal door de meest onzinnige stunts uit te halen in zo'n game. De eerste 1,5 minuut van het eerste filmpje zet bij mij direct de trent. Je vecht mee in een seabattle waarin uitgelegd wordt hoe het spel werkt en wat de knoppen zijn. Een soort introductie of trial waarbij je bepaalde knoppen moet indrukken om verder te kunnen. Dat zie je in zoveel games. Och och wat hebben de heren daar een lol mee! 'I don't wanna push this button!' }:O }:O }:O Vervolgens springt hij van een berg en gaat hij dood. 'WTF i think im dead... HOW???' :X :X :X Dat is allemaal wel erg goedkoop en gemakkelijk lullen. /tirade

[ Voor 15% gewijzigd door FloydRaalte op 11-09-2014 11:33 ]

If you can't take the heat, don't tickle the dragon.


  • SouLLeSSportal
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SouLLeSSportal

Teamplay is everything.

Het is een verzameling clips, en ja ze gaan er juist op uit om de fouten te vinden en rare dingen proberen alsook gewoon lol te maken. Dat is nou eenmaal birgirpals ding, maar wat het wel aangeeft is exact wat ik ook had en wat voor mij dit spel echt een horror verschijning maakt. In deze tijd mag je gewoon een bepaalde mate van kwaliteit verwachten op gameplay vlak en als de gameplay al superkut is, en dan heb ik het niet over graphics nog, dan gaat dat spel gelijk weer richting de prullebak bij mij.
Het jammerlijke is dat ik risen 1 juist wel gaaf vond die sfeer en toen ook al wat krakkemikkige gameplay, maar daar was mee te leven, het werkte soort van wel.
Dit werkt gewoon niet, je kan door een kleine aap van 10 kg 3 meter achteruit gegooid worden, er is eigenlijk maar 1 of 2 momenten dat je een vijand kan raken, onreastische dodges, die sneller zijn dan dat je kan lopen. een vijand met de rug naar mij toe, aanvallend op een teammember, ik probeer een aanval en net op het juiste moment dodged die ACHTERUIT onder de aanval door. Ik bedoel echt wtf.

Ik denk dat je inderdaad een beetje te snel tevreden bent of een te roze zonnebril draagt ;)

[ Voor 39% gewijzigd door SouLLeSSportal op 11-09-2014 20:00 ]

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