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Two Worlds II: Books, Scrolls, And Zombies IMG News - Nov 16, 2009

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Posted 15 November 2009 - 10:42 PM

TopWare Interactive and Reality Pump recently released a new Two Worlds II newsletter. This update features a discussion of scrolls and books, a brief Q&A, a short story, and a description of one of the game's monsters: the Zombie. Two Worlds II will send players to the unexplored land of Eastern Antaloor and will feature detailed graphics, an active combat system, and a complex storyline.

A room without books is a body without a soul." Cicero's familiar quotation certainly still has stock today. And not just in living rooms, but also in virtual environments as in Two worlds II!
Granted, it would be rather unlikely that Cicero would have preferred to spend his leisure time with the gamble of an RPG. Instead, it is more probable he read a good book or a letter by his friend Atticus.
In Two worlds II, both are now valid: gambling and reading! The developer team of Reality Pump was very purposely taken into account during the development of the new RPG-marvel in order to breathe life into Antaloor through literature, rather than leave off with the creation of a soulless world.
In contrast to the brief, rather superficial and unmotivated scrolls and scant pages, which are traditionally found in RPGs, Two worlds II contains complete written works.
These, with great attention to detail in the form of written letters, notes and diaries, also go one step further in creating a world within a world, easily accessed according to preference.
Of course, this feature is offered more as a bonus or supplement. Those who simply seek fast action and varied adventures in Antaloor can boot the bookworm and concentrate on the "essentials." For those additionally interested to learn more about the game world and experience its inhabitants—therefore proceeding into the world of the written word— rewards await, with useful information, extensive background and evocative stories of love, betrayal and death.
But those searching for something more "tangible" than beautiful words will get his money’s worth in the environment of Two Worlds II. Only those who take the trouble to rummage in the darkest corner of a dungeon or the highest room of a magician’s tower for boxes and cabinets, books and notes (and also bother to read them) comes to lost knowledge and carefully guarded secrets. This may be a clue to a secret entrance or a hidden trapdoor. Or, the formulation of a powerful potion that would make the heart of any alchemist beat faster. And, of course, this or another quest is waiting behind the book covers. So nearly endless possibilities which can be explored.
With such tangible and aesthetic rewards, certainly even good old Cicero would have experienced pure joy with Two Worlds II.

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