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Thursday, July 8, 2010

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Two Worlds II Previewed
6:00 AM | Cord Kruse | Comment on this story

Aeropause recently published a new preview of Two Worlds II, the upcoming fantasy RPG from TopWare Interactive and Reality Pump. The game will send players to the unexplored land of Eastern Antaloor and will feature detailed graphics, an active combat system, and a complex storyline.

Dialog choices play a bigger part in Two Worlds II, with your decisions and choices shaping the path for your character. It seems this has become the rage for games lately, and when it is done right, it can make for a fantastic experience. We stepped through a few dialog trees, and it was nice to see all the different options that we hand, but also how the camera was dynamic during these dialog sequences, and the fact that we could still interact during these sequences. It is such a small touch, but is so much more engaging for the player to feel as if they are in control, and also keeps them feeling immersed in the game.

We moved forward a bit in the game to see some of the customization options for characters, weapons and magic. With Two Worlds II, you are no longer stuck in a class for the rest of your gaming days. Now, you can customize your attacks and skills to fit your play style. Also, you can now respec your character at anytime, with no penalty, allowing you to try new character options on the fly to see what might work for you in combat. The team also realized that people like to find cool armor designs and tend to want to stick to them, even if the armor or weapon might be weaker than their other equipment. With this in mind, you now can keep the equipment that looks cool, and then smelt down other equipment, using its bonus features as upgrades to your current weapons and armor. I love this idea, as I do get complacent with certain weapons and armor due to their look, rather than their functionality. Spells also get a similar customization system, where you take a base spell and add cards to customize the effects. So you could have a spell that you add a fire card into, and then mix it with a wind effect to create a flame tornado spell. You can have up to four different cards and three levels of cards per spell, which prompted the question of how many combinations can you have. The answer 10 to the 16th power. Yeah, thats a lot of combinations.
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Aeropause: Two Worlds II Preview
Two Worlds II
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