Two Worlds II Preview
Two Worlds, the 2007 Oblivion knock-off, was rubbish. James Seaman, managing director of US studio TopWare Interactive, has flown thousands of miles to tell us why Two Worlds II won't be.
It's a weird set-up: James isn't actually from Reality Pump, the Polish developer behind the original and its sequel. He's from TopWare Interactive, the small US studio that believes Two Worlds has the potential to be something great. To that end, they're lending Reality Pump a helping hand, taking charge of writing, voice over recording and pretty much project managing the entire show.
Two things jump out at us as we see the Xbox 360 version of the game in action. One) It looks a hell of a lot better than the original - and thank the fantasy lord it does! In terms of visuals, Two Worlds was the video game equivalent of that toilet from Trainspotting. With the sequel, however, Reality Pump is using the Grace engine, specifically designed to power the game, to craft the PC, 360 and PS3 versions simultaneously.
It's not jaw-dropping stuff, but there are moments that catch the eye. The player running into a hanging torch that then moves; the dynamic lighting casting creepy shadows along castle dungeon walls; the heat haze from a burning wreath; the smudged reflection of the player as he walks in front of an old mirror - it's all nice on the eyes, and, compared with the first game, looks generations ahead. "In Two Worlds one, and in a lot of RPGs, there's a lot of the same furniture in different rooms," James smirks. "We've tried to make every single room unique."
The second thing that jumps out at us is that most essential, but often overlooked, component of the RPG: words. One of the worst things about Two Worlds - and there were many - was the dialogue. "Verily", "forsooth" - words consigned to the vocabulary dustbin hundreds of years ago resurrected for use in a video game. It didn't work. It was embarrassing.
"We realised what happened in the first game and where we needed to go," James admits. "We were happy with the graphics being done on the Grace engine, but could never go down that road again where people in Poland were trying to write a worldwide game in English." Thankfully, what that means for players is, Two Worlds II makes sense.


User Comments
AtzeX@ FantasyMeister
SexyJams
I liked your summary though Wes, lol
WoW meets Sims :p
FantasyMeister@ wyp100
wyp100@ FantasyMeister
FantasyMeister
Did they fix the intro where, after spending an hour creating your perfect character, you were presented with a complete stranger in the first cutscene?
Have they still got weapon stacking?
Can you still use horses for extra storage? And if you do accidentally press the wrong button in your corral and fry an entire herd of mules with a level 5 Meteor do you still lose all your equine-stored goodies?
And finally, if you kill stuff does it stay so dead that endgame consists of running around a 60km square map looking at the scenery which forces you to venture online and suffer inumerable taint jokes? Or will you be able to 'new game+' your current character into a repopulated world and carry on grinding for new levels?
Other than those little niggles I really enjoyed the first Two Worlds, I'm just not sure I could suffer the same again.
Wido
Will be a PS3 purchase because of possible DLC. Though, I'm going to wait to see how this game pans out first. I hope this game can become better than the first, as it does have the potential to be a good RPG.