Article:
A Sneak Preview of Two Worlds II

Written By: Kelly Rowles
Date: 6 Apr 2010

Two Worlds II official logoTwo Worlds, a fantasy-based RPG, was originally released for the PC and Xbox back in 2007. Now its sequel, the aptly named Two Worlds II, is preparing for a 2010 launch. And although that release is stay a few months off, the Alltern8 team was given a special sneak peak at PAX East 2010 by Jake DiGennaro, the recently appointed PR and Community Manager for TopWare Interactive.

One of the biggest changes from Two Worlds to Two Worlds II will be readily apparent – the graphics. Incredible care and dedication to detail has been taken with every environment, outdoor and indoor alike. Alltern8 had a chance to view the inside of a prison, a candlelit library, a town, and a forest. When walking around the library, the shadows danced off each book case. The flames from the torches actually produced visual heat distortions against the backdrop. In the prison, every chain moved when brushed against. The scenic elements are anything but flat backdrops. Each has its own physics, dictating how it will move and react to your character's interaction. Each item also has actual depth, not just perceived depth. Not only are the background graphics amazing, but character graphics have been overhauled as well. There are approximately 26 to 28 levels of physical appearance customization for characters.

One of the other more unique elements of Two Worlds II are the way cutaway scenes are handled. The developers wanted to create a “third person perspective,” and allow the player to control both the camera and the player movement during the narrative conversations with NPCs. The background blurs out, putting all of the focus on the characters engaged in discussion (or a scripted fight, as the case may be). The developers believed this would provide a more “intimate and engaging” setting for the player, and allow for “a more natural transition” between game play and the cut scenes. But of course, if you're not a cut-scene kinda person, they are completely skippable.

Another interesting aspect of Two Worlds II is its attempt to strike a balance between those who want a story rich RPG, and those who want to go through the game more directly and beat it in the most efficient way possible. The developers have included optional side quests, and various collectible items (such as books that provide story detail) as a way to entice the story lovers. But by making them optional, they are also working to appeal to those want the most direct path to the end. They didn't want the game to feel “like a chore,” but still wanted to provide extra depth and options for game play. Their ultimate goal was to find a way to achieve that delicate balance.

Two Worlds II has a classless advancement system (i.e., “when you start the game, you don't say this is my hero, he looks like this, he is going to be a warrior.”). Rather, you're provided with a blank slate, and as your character levels you will assign skills as desired. And there is, of course, the option to re-spec. Ultimately what this allows for is a mixing of the various skills (melee, ranged, magic), and not being locked into one from the start. You may be wondering how this works in terms of gear. Well, fear not, because Two Worlds II's developers have that figured out, and have mapped three different armor sets to the D-pad. Left, up, and right can actually switch armor and weapon sets “on the fly.”

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