Šta je novo?

Risen 2

garant je posle cuvao metlu u inventu:D... da mu se nadje
 
No way, I'm one of those lawfull good types. :D

Taj rad. Za kvalitetan rolplejing je potrebno da se uneseš u ulogu. Nikada nisam mogao da budem chaotic ili lawful evil. Čak i kada igram evil chara to je neki pravednik skrenuo sa puta tj. chaotic neutral. To je najviše zla što možeš od mene očekivati ;)

Čak mi ni neutral evil ne leži dobro. Mada bi se možda mogao uneti u ulogu ako bih se potrudio, ako bi glavni lik igre bio poput Dexter-a.

garant je posle cuvao metlu u inventu:D... da mu se nadje

Ne vidim šta je tu smešno. Uvek čuvam svašta u invenatru, ko zna kada može zatrebati.

Mene prozivaš što igram dobre likove a ti sa druge strane u svim RPGima o kojima smo raspravljali na forumu igraš nekog kvarnog maga. Kada bi se na benchforumu vršio casting za Gothic the Movie, ti bi bez po muke dobio ulogu Xardasa :p
 
:d
...nema frke... svako po svom treba da igra...
Zato je meni od svega najzanimljivije igrati RPG*ije:p... a G2 NoTR je jedan od najkvalitetnijih...choices and consequences i multi-linearity;)

Treba samo paziti da se izvuce sto vise expa, a mislim da se u ovom slucaju najmanje dobije ako se samo metla manastir... i naravno treba paziti na reputaciju... da ne bi posle bilo rokanja speed potova zbog slabog lvl-a heroja.


A Kad smo kod potova i ostalog vezano za R2:

*Story line darker than Risen 1
*The woman of the trailer is playing an important role in the *story line
*May be friendly gnomes
*No fighting staff, no shield (replaced by special arms and *skills), no crossbow
- there are plate armors, but the hero will wear mainly leather type ones
- hero will be able to learn magic skills
- at least one of these spells will be available: telekinesis and/or nautilus and/or levitation
- the hero can use special tricks against enemies such as use trained parrot to distract:zgran::d, throw sand in the eyes, ...
- might have demo of Risen 2 but not yet fully decided
- there will be directional attacks, i.e. the possibility to influence where the blow will land
- for this reason, it will be possible to move the camera normally attached to the hero (if I understand well), e.g. to hit someone who attack by behind
- camera will also have a special focus with firearms that need to aiming before shooting
- potions will rather be based on alcohol than typical healing potions:bottle:
- Doberlec has not seen any permanent potion in the game yet
- loading time between islands will be very quick (if possible only a cutscene and no loading bar)
- information about ship travel between island will be soon released (E3 7-9 June ?)
- water effects use new shaders which include reflections, refractions and caustics
- sound FX effects and new volume fog/mist effects will make waterfalls much better than these of Risen 1


porto.jpg

,)
 
Poslednja izmena:
Jedva cekam ovo. Ova slicka je prelepa, a i bice grog!
:p
 
GG: You don't plan on "nerfing" Risen 2 compared to your previous games?

BP: No.

Meni više informacija ne treba :)
 
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.

:banana:
 
Kao sto mi se svidelo sve sto sam procitao u prethodnom intervjuu, tako mi se ovo sto cujem ovde nista ne svidja...
Ko im je ovaj padavicar uopste?
 
Interview highlights (very minor spoilers)
  • Dicussion between
    • GameStar
    • Roman Grow (PB), Risen 2 Producer
    • Cecile Schneider (DS), PR Manager
    • Daniel Oberlerchner(DS), Risen 2 Brand Manager
  • work well in progress, however details can still change => won't be disclosed now
  • GameStar could have a try to the game
  • vivid and lifeful colors
  • known factions: voodoo, inquisition (= kind of paladins), and pirates
  • no need to chose a faction as in previous games (binary choice) but rather hero's actions influence the relationships (continous choice)
  • no big impact decision at the beginning of the game; they come later with increasingly harder and more far-reaching consequences for each decision.
  • the world will be restrained at one island at the beginning of the game but opens up after a while, providing more and more diversity
  • GameStar: does it mean simplified gameplay ? DS/PB: no (you bet !)
  • work on accessibility with confort features but they are normally optional
  • in the dialogs, there are direct choices sometimes linked to hero's skills, sometime short-term impact, sometimes long-term, ...
  • one of first tasks is to become accepted by pirate faction (article provides more details and little spoilers)
  • skills learned from teachers as previously agains learning points + gold
  • of course how much you can learn depends on how friendly you are with the teacher and his faction
  • 5 skills areas:
    • melee (blade skills, sword and dagger)
    • archery (shooting skills, pistols and rifles)
    • cunning (silver tongue, Dirty Tricks, bomb placing, Dodge, etc.)
    • hardness (Intimidate, immunity to blades and bullets, courage antrinken etc.)
    • magic (speculation that it is around voodoo)
  • range of weapons, items, and clothing is far more extensive than in Risen
  • feature to easily compare items to see which one is better
  • combat system is much more dynamic and diverse than in anything in similar game (dixit GameStar - they develop more in the article - with some minor spoilers)
  • crafting is more an issue than in previous games (but PB doesn't say more about this)
  • no answer on whether hero will be able to control his own ship (but GameStar has a strong feeling that it will be possible)

As announced above, the full translation will be soon available :dup:
...
 
Gamona talks with 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.


¹ Actually, the IDs were PC_Mage, PC_Fighter, PC_Thief and so on.
 
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.

Ma daj, neću valjda morati da dodam i Piranha Bytes na listu developera koji su bili kul ali više to nisu.
 
^ za to su nam potrebni veliki fontovi ili velika slova:d, a moze i sa manje price:zgran: ... ipak ne smem da razmisljam tako daleko...
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Poslednja izmena:
Glavni lik izgleda bas komicno...i u cemu je fora sa tolikim sharpen-om oci mi krvare od te ingame slike iznad:) Kao da ce to sakriti lowres ovde ili onde...
I da - tekst je premali, sta ako neko sedi na 10 metara od svog LCDPLASMALSDTV.
 
Poslednja izmena:
...u onoj prvoj slici ko da je sa salasa u maloj riti pobegao.:d
 
World of Risen (and some others) had a preview of the game at Deep Silver premises (Munich).
Here is their article: in English, in German.

Highlights:

(I skip some of the elements that are already known: see known fact list)

Story line
  • beginning of the story: a boat crashes on the beach of the hero island (Caldera); among the survivors: Patty (character from Risen 1)
  • in Risen 1, the 2 last chapters were quite linear and empty of side quests
  • in Risen 2, reverse approach: the beginning is linear but the story opens later in the game
  • chapter 3 will be the one with the most to do
  • nothing new concerning the factions (pirates, inquisition, likely a faction related to voodoo, may be another faction)

Graphics
  • confirmation that Risen 2 graphics are much more colorful than Risen 1
  • NPCs appearance is much more diverse (= less clones): in Risen 1, only a combination of body and head; in Risen 2, a combination of head, torso, arms, legs... that are textured individually
  • sharper texture than Risen 1
  • other technical graphic enhancements, such as the SpeedTree engine which displays leaves better
  • men and women have much better "skeletons" and animations (=> women much more feminine)
  • overall: huge leap in graphics and animations
  • the world is 100% hand made (already known, but good to hear again !)
  • also confirmed that WizardBox is making the portage to consoles but following a much more integrated process than for Risen 1 (which portage to XBOX was a graphic failure)

Combats
  • no more shield => one hand free => used for dirty tricks
  • best firearms reserved for people who have excellent relationships with the inquisition

Ship and companions
  • the hero posses his own ship to travel between island
  • but he has first to earn it => he has to climb the pirate hierarchy and become a pirate captain
  • he uses it as a sort of base camp (e.g. to retrieve the NPCs he has recruited during the game)
  • the party the hero recruit depends on the factions the hero manages to have good relationships with
  • the potential recruit NPCs will have very strong and different personnalities (NPCs were perceived as too mild in Risen 1)
  • only one NPC at a time can accompany the hero outside of the ship
  • that NPC will help the hero with his skill set, participate to the dialogs and make comments
  • NO BIG SEA BATTLE (it is a RPG game, not a battle simulation one)

world
  • same size that Gothic 3 (but most of it will be water !)
  • there is a big city that will only be fully accessible at the end of the game
  • some islands are only accessible later in the game
  • but the besides that, each island is fully open of course - as in all Piranha Bytes games
  • it is not just a matter to visit an island and then leave it behind, going to the next island: the story is more subtile and will require the players to visit several times the islands
  • rowboats will serve as teleporters
  • there are book that can provide hints on where are legendary items that can enhance the hero's stats

Release date
  • project still in alpha stage (already playable and voices implemented, though)
  • still need work on balancing, animations, lip synchronisation
  • not before first quater 2012

World of Risen talks with Björn Pankratz


Björn: First of all, there will be no reputation system as we had it in Gothic 3. You will join a faction and learn their skills and abilities. And you will be able to recruit some members of that faction as crew for your ship. Partly, entire quest lines are exclusively reserved for a certain faction. So, it’ll be as in a typical Piranha Bytes game.
:Klanjanje
 
Poslednja izmena:
Hello Risen Fans,

I’d like to give you an update on copy protection for Risen 2. We know that this topic is important for you which is why we want to be as transparent as possible. As mentioned before on several occasions, we regularly evaluate copy protection systems on the market for our product portfolio. In our role as publisher for entertainment software, a set of basic requirements has to be met by the technology we deploy:

Security: The copy protection scheme in question has to be very secure for the customer as well as the publisher.
Compatibility: The technology has to be compatible with all hardware components out there.
Comfort: The protection has to add value to the player aside to its protective behaviour.
Support: The technology has to provide us the means to help customers if the product is not behaving in the expected manner.
Reliability: The scheme has to be proven stable over multiple years and many products.

We diligently reviewed many solutions in the last couple of years and in the case of Risen 2 we decided to use the Steam-Plattform from Valve on a worldwide basis.The reasons we decided to go with Steam are:

Steam offers an automated update system which allows all customers to play the latest version of Risen 2 since all patches will be delivered automatically to their PC. Steam has been running stable on millions of PCs out there, so it provides the reliability we need. The digital copy of Risen 2 will also not require two different copy protections on Steam (compared to Risen 1).

Risen 2 will be playable without a DVD in the drive if the product has been added to a Steam account (Steam accounts are free) and will be available for download on other PCs if you’re on the move and still want to play Risen 2. The Steam account itself has been further fortified by the optional Steam Guard system which adds another layer of security. Steam also offers a big array of community features: chats, game groups, achievements and the player can even upload up to 1000 screenshots to share his/her experience in the world of Risen 2. All those features convinced us that Steam offers the right package of features, reliability and security for us.

Naturally we also wanted to keep the restrictions, which are part of any copy protection, as unobtrusive as possible. You will only be required to be online once – to link your game to your Steam account and afterwards you will be able to play offline and without DVD in the drive. You will also be able to install Risen 2 from your Steam account on as many systems you like.

best rgds,
doberlec

...nemojte sad svi da cekate 4.99€ da je uzmete:d... i to sa R1... A ja taman hteo da lepo kupim ko covek, bez da mi neki spyware zuji i nervira:mad:
 
Je je neću uzeti ni za 5 evra ako bude bilo isto ograničenje nametnuto od strane Deep Silvera kao u Risen kec tj. samo dve aktivacije igre bez revoke toola. To je iznajmljivanje igre i čist bezobrazluk izdavača. Nek iskuliraju Deep Silver i idu nezavisno preko Steama pa ćemo da vidimo.
 
...ma to cim vidim da ide DRM odma idem na pirata bez razmisljanja. Kao sto rekoh ne podnosim kojekakav softver da mi drnda u pozadini i da razmisljam za sta i za koliko sam dao pare.

Edit:
MYTHS ABOUT DRM
 
Poslednja izmena:
screenshots:
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Baš je fina grafika. Mnogo bolje izgleda nego na onim prvim slikama. Još da su malo pokazali kasniji tok igre a ne samo početak bilo bi super. Na primer to oko prelaska sa ostrvo na ostrvo, brodove itd..
 
Posle dobro ispregledanih klipova bojim se da ne dobijemo novu arkadiju. Ova glupost sa polu-atomatskim kuburama i musketama je jedna od vecih nebuloza koje sam ikad video...

The first thing that one notices – negatively – when playing Risen 2 is the new control with the free camera. While it might fit well to a game-pad with its two analogue sticks, it basically just makes everything more complicated.
...nadam se da ce i ovo ispraviti. Na WoR forumu je vec krenula lavina nezadovoljstva.
 
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