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While in combat, players can touch the bottom left or bottom right side of the screen to dodge attacks or the bottom center of the screen to block attacks with a shield, which breaks if used too much. The player controls the character's weapon or weapons by swiping a finger across the screen. The primary game mechanic is one-on-one sword combat with enemies encountered throughout the scripted path. While the character is in motion, camera movement is much more limited, as the scene becomes cinematic in nature.
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The player has a certain amount of freedom in moving the camera around while the character is at rest.
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Progression through the castle is halted every time the character enters a new room or encounters a new foe, giving the player a chance to search for loot (bags of gold are hidden throughout many scenes), equip or buy/sell weapons, gather information on upcoming enemies, and choose the next point in the path. Despite this, the player may choose to explore different paths through the castle that serves as the central environment of the game, leading to various ends such as Thane's tower, the chamber containing the MX-Goliath, and the cavern of the Stone Demon. We want to make games that make sense for the right devices, so we'll continue to pursue that."įollowing its US roll-out today, the iPad 2 hits UK shelves on 25th March, the same day as the Nintendo 3DS.In Infinity Blade II, as with its predecessor, the player explores the world through an "on-rails" mechanic that is, the player's path through the environment is largely predetermined and choices of direction are limited. We just want to make really, really awesome stuff. "However, we're also working on some other things not specific to those devices. So I think we'll definitely be supporting the iOS and the more mobile platforms for the foreseeable future. "Infinity Blade really opened our eyes not just to the market place on iOS but really what could be done with these devices. "We're definitely not iOS-only, but we're also definitely 'yes to iOS'," he explained. Mustard added that although Chair, whose previous titles include Xbox Live Arcade efforts Shadow Complex and Undertow, had future plans for Apple's touch screen devices, it would also be returning to console development at some point. It runs butter-smooth at 30 frames per second."
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And we were even able to turn on full-screen anti-aliasing. "We've added super, super hi-res bump maps and specular maps to all the characters. "We've really cranked up the textures," Mustard promised.
INFINITY BLADE 2 MAPS UPDATE
It's significant."Ī new update for Chair's acclaimed, Unreal-powered iOS slash 'em up Infinity Blade launches today to take advantage of the iPad 2's additional oomph. "With Infinity Blade we felt we were really pushing at the edge of what can be done. Now having 512 megs of memory, the new processing power and increased screen resolution allows us to throw so much more processing at the applications. "They've significantly increased the processing power of the iPad 2 and also added a lot more memory. "I think it is a game changer," said creative director Donald Mustard when asked by Eurogamer whether he thought the second iteration of Apple's tablet technology represented a significant step forward for core gaming on iOS devices. The iPad 2, which launches in the US today, is "a game-changer", according to Infinity Blade developer Chair Entertainment.