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Risen 2: Dark Waters Community Q & A

risingsunrisingsun - Fancy Title -RPGamer Staff
edited December 2011 in Latest Updates
RPGamer crowd sourced this interview with Deep Silver's Daniel Oberlercher on all things Risen 2. Check it out for an interesting and nuanced community Q & A session.

-Link to interview

Comments

  • TG BarighmTG Barighm Member Full Members
    edited November 2011
    Huh. All of those questions were mine. Weren't there others? Well...looking back now I see the other questions were kind of answered in previews, but I would liked to have seen a definitive answer regarding ship-to-ship battles.

    Those last two questions were just throwaway questions. I didn't think you'd actually submit them, heh.

    I like how they use "gatekeeper" creatures. It's the traditional way to block off areas in RPG's, but I was under the impression most gamers hate stumbling into an area full of overpowered creatures.

    And yes, I can tell the difference between gatekeeper creatures and some random skeleton with a club. Heck, I killed an Ashbeast and grabbed the Berzerker sword at Lv.5.
  • risingsunrisingsun - Fancy Title - RPGamer Staff
    edited November 2011
    Oh, I can give you a definative answer on Ship-to-ship battles. There are none. Every interview I have sat in they always say no. So I didn't bother submitting it. Besides, you asked a few interesting questions that a lot of other people, myself included, would have completely overlooked. Good job.
  • TG BarighmTG Barighm Member Full Members
    edited November 2011
    Well, I was curious about why a modern open world RPG used so many traditional RPG conventions and a fairly one-note character, but I suppose the narrow focus on being rogue-ish explains that (I figured as much with regards to dialogue). I know a lot of critics chalked it up to bad game design.

    Hmm..."pirate magic", eh? The only magic I would consider "pirate-y" is voodoo, so that would mean curses and voodoo dolls and the like, unless you consider pirate magic of other cultures. I don't know about that.

    I wish fewer people didn't care so much about realism. Like a few seconds of digging time and a chest appearing before you is such a bad thing.
  • MacstormMacstorm Ysy St. Administrators
    edited November 2011
    TG Barighm said:
    Huh. All of those questions were mine. Weren't there others? Well...looking back now I see the other questions were kind of answered in previews, but I would liked to have seen a definitive answer regarding ship-to-ship battles.

    Those last two questions were just throwaway questions. I didn't think you'd actually submit them, heh.

    I like how they use "gatekeeper" creatures. It's the traditional way to block off areas in RPG's, but I was under the impression most gamers hate stumbling into an area full of overpowered creatures.

    And yes, I can tell the difference between gatekeeper creatures and some random skeleton with a club. Heck, I killed an Ashbeast and grabbed the Berzerker sword at Lv.5.
    Well, we thank you for the questions. This was supposed to be a community Q&A, so hopefully we'll have more interest for the next time we do this.
    "The universe is already mad. Anything else would be redundant."
    Twitter @FinalMacstorm
  • 7thCircle7thCircle RPGamer Staff RPGamer Staff
    edited December 2011
    TG Barighm said:
    Those last two questions were just throwaway questions. I didn't think you'd actually submit them, heh.
    Nah, those questions were legit, and the most fun interview questions are ones with a goofy slant that they haven't been asked before. Back when I participated more and Mac would ask staff members to come up with interview questions, I would always try to make ridiculous ones.

    EDIT: Just look at the goofy stuff we asked in interviews back before Mac could just tweet jokes to Atlus USA. I'd love to claim "A talking shovel? Seriously?" was a question I came up with, but I don't think it was me.
    The lesson here is that dreams inevitably lead to hideous implosions.
  • TG BarighmTG Barighm Member Full Members
    edited December 2011
    This one is my favourite:
    Why the move to CD soundtracks with everything? Gamers would likely pay for the complete soundtrack instead of just a sampling, so why not limited editions (other than the fact that an Atlus game is a limited edition by definition) that include that?

    Aram: What, you didn't enjoy the bonus soundtrack CD that came with this interview?

    Yeah, the super long shoveling animations was a big turn-off for many people. I've read about some people who didn't dig up anything because they hated it so much (yes, they hated the pirate treasure quest).
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