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Realgamer has conducted an interview with Larian Studios' Christophe Heerinckx to find out more about the company's upcoming isometric fantasy RPG 'Beyond Divinity'.How has fan feedback from Divine Divinity influenced the development of Beyond Divinity?
Christophe: I believe the new stats and skills systems address a lot of complaints we’ve been reading in our forums. We reduced the amount of hack-and-slash to manageable levels, since players were pretty unhappy about that. We’ve also made sure the ending of the game is a lot more fun than it was in Divinity 1. Actually, the ending was one of the first things we did, just so that we’d be sure we wouldn’t run out of time and ruin it again. The Battlefields are our answer to the many players who are replaying Divinity over and over again. The Gameplay boosters are more prominent. And very importantly, we’ve paid a lot more attention to items and equipment, making sure that you have pretty cool uniques. There’s more but that should give you some idea. |
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