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When an overlord owns a region, a specific level, the whole place changes. Even cooler, and what I’m excited about, is that the overlords bring their own lighting palette and weather. The gameplay changes in those outposts, and the visuals change as well. There’s the fortress, but then there’s the approach all around it in the world. The Feral tribe owns an area, so it has a bunch of beasts around it, and it can bring various other traits. That was the Marauder tribe.Īlso, as the fortress changes, the gameplay associated with it changes. And then you notice at the end it had a different look.
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You noticed that the first fortress we showed had a certain look to it. When an overlord owns a fortress, that level, a bunch of things happen. From the art standpoint, we have different regions. Straub: I’ll try to answer that from two ways. GamesBeat: Do you fight them all at once? In this one, it seems like each fortress has its own ecosystem.
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GamesBeat: Can you give us an idea of the structure of the game? In Shadow of Mordor, you were in a region with the different levels of orcs, and then captains and war chiefs and so on. We have nemesis fortresses, more enemies, more AI. It’s a larger world, more places to go, more diverse geography, more diverse biomes. It’s interesting, because the game in general is just an order of magnitude larger, across so many axes. GamesBeat: It looks like a much bigger world, from what I could tell.
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