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Divinity: Fallen Heroes blandar både Original Sin och Dragon Commander

Divinity: Fallen Heroes blev utannonserat tidigare denna vecka och i samband med PAX East fick vi chansen att snacka med Larian Studios grundare, nämligen Swen Vencke. Han hade massor av intressanta detaljer att berätta…
Jonas Mäki Editor Sweden 29 mars 2019

Divinity: Fallen Heroes blev utannonserat tidigare denna vecka och i samband med PAX East fick vi chansen att snacka med Larian Studios grundare, nämligen Swen Vencke. Han hade massor av intressanta detaljer att berätta om spelet och dess inspiration:

"So we made a game a long time ago called Divinity: Dragon Commander, and then we made a game called Divinity: Original Sin, and we always had this feeling that if you were to combine the two games you were going to have a very cool game, and we didn't have the time to do it. But after Original Sin II came out we started looking for another team to do it for us, and we found a team in Logic Artists, and so they started fooling around with it in I think last year, in June, and they came and they came with prototypes, and we said 'well actually this is going to be a lot of fun'. And so now this game is being fully made, and today - here at PAX East - we're trying out a very early version of it to see what player feedback is so we can change and adapt as we always do."

Vencke fortsätter med att förklara mer om hur Divinity: Fallen Heroes fungerar, ett spel som tycks ha ett rejält speldjup:

"One of the biggest changes that's been done is that you now have team-based initiative, which basically means that you can have a character execute one action point, and then switch to another character. So for instance you can have your warrior go and hit a guy, and then you can switch to your healer, heal your warrior, then go back to your warrior and hit another guy. And that adds a whole new level of complexity and combinations to the game that you didn't have in the original Divinity: Original Sin II."

Det låter väl som ett fräscht grepp till Divinity-universumet?

Editor Sweden Jonas Mäki has written for Gamereactor since 2002, becoming an editor in 2007. He covers the video game industry across news, releases and the business side, with a particular interest in sales figures and where the industry is heading.
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