Released in October, Etherlords II marks developer Nival Interactive's return to its imaginative world of Ether that debuted two years ago. The initial title garnered extensive praise, with a substantial portion directed at its turn-based tactical combat system in which a hero character explores a strategic map, unaccompanied by troops or minions, but with a pack of cards that can be used to summon creatures and cast spells. Each of the game's four races has a starting deck, to which more powerful cards can be added over time. These are purchased with resources from captured stockpiles and mines. Ether is what powers the entire magic system. There are four "threads" - Chaos, Vitality, Motion and Synthesis - that serve as the bases for the unique magical powers and creatures of the Chaot, Vital, Kinet and Synthet races respectively.
The new title builds on this base by substantially raising the proportion of RPG elements. The story aspect has been elevated from something of a backdrop to a major focus. This time, the team has implemented a complex, twisting tale encompassing five campaigns and complete with NPCs, side quests and multiple perspectives depending on the race you're playing. There's also a greater emphasis on the hero; in the sequel, you take one character through the entire game, advancing in experience, skills and power according to the decisions you make. Encompassing hundreds of spells and creatures that create seemingly infinite tactical alternatives, the combat system has also been enhanced by implementing new monsters and magic available to all four races. Via these thoughts from PR Manager Dmitry Kolpakov, we have the opportunity to look at the project from the developer's perspective.
The Team Nival Interactive is a large Russian developer located in the city of Moscow. Nival includes four development teams with a staff of more than 100 dedicated people.
Rage of Mages I and II plus Evil Islands were among our previous fantasy projects featuring a mix of strategic and RPG gameplay. Blitzkrieg is WWII real-time strategy, and Silent Storm is our most recent title, offering a turn-based tactical gaming, also set against the backdrop of WWII.
The Etherlords II team comprised 15 men and women during its development stage, basically the same team that created the first game: four programmers, three texture artists, two game-designers, one 3D modeler, one sound engineer and a quality assurance manager.
In some sense, we did use the help of outside contractors. These people were professional actors who made the voiceovers and dialogues in the game. None can say that their role was insignificant. :)
High-Level Goals One of the high-level goals for the Etherlords series was surely about refreshing the genre of collectible card games with enjoyable, challenging gameplay and visuals. Such games have always possessed a great deal of potential, and we felt we could give them a new turn.
To make Etherlords II stand out from the ilk we've made a highly detailed and beautifully rendered true 3D gameworld, increased the number of magical spells and diverse monsters up to 330, included the new sub-race of "pale" creatures with its own unique spells and combat style, implemented a non-linear story with lots of additional quests and multiple completion paths, introduced tunnels, teleports and sailboats, and increased the number of diverse animations for all characters and monsters to make them look like real individuals.
12:00 am PST December 8, 2003