Two Worlds II Interview

Strategy Informer had the chance to corner Two Worlds II producer Scott Cromie for a handful of questions about the RPG sequel, as well as some tough questions about the subpar writing and general lack of quality in the original title.
Strategy Informer: One of the main problems of the last game is that the console port wasn't to the same level of quality as the PC version - what steps are you taking to ensure that doesn't happen again?

Scott Cromie: The GRACE engine powerhouse behind Two Worlds II allows for an unparalleled visual uniformity across all platforms. This is the definition of a next-generation video game experience. We've seen games like Dragon Age: Origins utilize great graphics and beautiful environments on the PC but fail to translate those well to consoles. We've made huge strides to overcome issues such as these and as a result have been featured in numerous industry publications highlighting Reality Pump's monumental breakthroughs in programming and design.

Several of these technological advances have been so groundbreaking that they have even been included in upcoming colligate textbooks. The fact is our breakthroughs are changing the way we are able to see and experience video games on consoles. No longer do console manufacturers need to release a new system every 2 3 years. The technology at the core of the GRACE engine enables graphics rendering and physics processing to be achieved on a far less expensive and advanced machine. Four years ago when Microsoft released the Xbox 360, no one could have conceived that the technology would have lasted this long. With the monumental technological advances made with the GRACE Engine, it's no wonder why Microsoft and Sony are putting off the release of their Next-Gen consoles for another 2 3 years.