Myths, minions, "myth minions", and character classes discussed with Travis George!

As Gods & Heroes moves toward release later this year, we were anxious to see what Perpetual Entertainment was working on in the lull between the industry's spring and summer conventions / expos (where soon-to-launch titles like Gods & Heroes always take the fore). Travis George, Systems Designer for Gods & Heroes, was kind enough to talk with us about the tweaks and improvements to the game's combat animations, minion system, and class structure that he and the Perpetual team continue to implement during the game's closed beta.

"I don't want to compare [Gods & Heroes animations] in terms of numbers to other MMOs, but we have a lot of different animations. As you said, it's not just a typical thing where you just map a different animation to a different skeleton. We have such a wide variety of moves – depending on which weapon I hold, I have a different set of animations."

Read the entire interview at Gods & Heroes - Ten Ton Hammer!

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Last Updated: Mar 29, 2016

About The Author

Jeff's interest in online games stretches back to organizing neighborhood Unreal tournaments as a teenager, but when a college roommate introduced him to EverQuest, an interest became an obsession. Jeff joined the Ten Ton Hammer team in 2004 covering EverQuest II, and he's had his hands on just about every PC online and multiplayer game since.