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What kind of combat system we can expect, Diablo-like hack-n-slash or more role-playing?

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What kind of combat system we can expect, Diablo-like hack-n-slash or more role-playing?

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Swen Vincke: It’s the same real time combat system you had in Divine Divinity but there are some important changes. First of all, you now control a party of at least two characters so that makes things a lot different. It basically means that in the challenging combats, the pause button gets used a lot more as you give commands. Second of, we changed the stats systems and combat equations quite drastically, so you’ll notice that it isn’t a hack fest anymore. I’ll not get into too much detail now as we’re still fine-tuning this, but it’s very different GGMania: Bad interfacing seems to plaque even the best of today’s Online RPG’s, what is Riftrunner’s aim on solving this problem? Swen Vincke: We thought we already had a pretty good interface with Divinity 1 and we’ve been improving on it based on the gamer’s feedback. We feel it is important to keep the interface simple, and to not have to perform complex combinations of mouse and keyboard actions to accomplish a simple action. The game

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