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GameSpot's Dungeon Keeper 2 Interview and Screenshot Gallery

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GS: How has the graphics engine been improved?

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NG: The engine is brand new; Dungeon Keeper 2 is the first Bullfrog title to use it. The true color engine copes with large amounts of polygonal creatures who have approximately 75,000 frames of animation to cover 30 different creature/hero types.

The engine supports 3D-accelerated cards, but we have also developed a cool software engine that doesn't need a hardware card - as long as you have a P166mmx the game will be playable.

Dungeon Keeper 2 is our first title to use progressive meshing, which is a major factor to better performance. Progressive meshing is where the program reduces the poly count the further away the camera is from the object.

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We also have multiple soft shadows being cast from various light sources - each multiplayer player's Imps generate their own specific light source. This shows when the enemy is nearby claiming your borderland. The landscape morphs with a new technique that alters the dungeon walls to give that rough, uneven feel a rocky dungeon should have. We nicknamed it "Wibbling."

GS: How has combat been improved since the original?

NG: The combat system has changed dramatically from its predecessor. Rather than dropping your whole army onto one spot and hoping for the best, each creature now needs its own space and will be temporarily stunned once dropped - the larger the mass the longer the stun. This makes every combat situation less cluttered. Also, with the aid of protectors and group leaders, creatures will pick on singular targets or [go for specific creatures] if they have a species hatred.

Each creature also has its own combat styles, ranging from flankers, blockers, blitzers, support, and nonfighters:

Flankers will have a tendency to try and get behind the target so they can do maximum damage.

Blockers will always try and hold their ground. This means that you can use these creatures to stand and defend parts of your dungeon without them running in to attack the enemy.

Blitzers are like blockers and flankers mixed into one; they will try to punch a hole through the enemy so they can get through to attack the enemy support creatures.

Support creatures are those with ranged attacks, and these creatures are probably weakest and must have maximum protection.

We have implemented a new fear/threat system. This system allows creatures in trouble to run away and survive. So if an enemy creature or object's threat is greater than the fear your creature can handle, it will run away or avoid the situation. For example, [if] a low-level goblin comes face-to-face with a large and experienced giant, the goblin retreats as he's [very] scared. Now if he returns with ten of his buddies, their combined fear level will match the giant, and thus they will have a chance to defeat him.

Next: Monsters