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Two Worlds II – Hands-on Impressions from E3 2010

two worlds II

Having previously received a behind closed doors meeting at PAX East with TopWare Interactive regarding Two Worlds II, I was more than excited about getting some actual hands-on time with the title at this year’s E3. Equally excited about meeting with the good people of SouthPeak and TopWare at-show, I wandered on over to their booth to see what their ambitious product had in store for me. Being led through the demo by TopWare’s PR and community director, Jake DiGennaro at PAX, he put the controller in my hand this time around and told me to give the game engine a spin. Quickly I was thrown into a land somewhat unfamiliar to me, as I had not previously played the original Two Worlds. No worries however, as the mechanics were quick to pick up and easy to master.

The combat system, although not 100 percent complete, smacked of your typical hack/slash title. Melee combat, while a key element to any action/RPG, definitely takes a back seat to one of the shining spots of the game, which is spell customization. Jake showed me the ropes in terms of the sheer amount of customization options in the game, including a spell a coworker created, based on his favorite practical joke of putting junk on doors so it falls on people. Combining a tornado spell with one that summons a ton of garbage in game, Jake beckoned a veritable “trash vortex” that surrounded the player, knocking enemies across the swampy marsh. Only having the time to check out a handful of spells, I was guaranteed the variety and complexity of the spell system is a feature to definitely check out when I’ve got plenty of free time. I’m typically the type of gamer who wants to experiment with every little detail, so you can guarantee I’ll unlock and discover every spell they can throw at me come release.

As discussed at PAX East, the game takes place over a variety of backdrops including desolate terrains with swamp creatures on your heels, as well as feudal Japan style settings. Each unique location offers its own armor styles as well, which are easily switched in and out of with pre-set armor combinations. Tired of throwing down with dual swords? Quickly switch to a pike and whirlwind those skink archers out of your way before quickly grabbing your staff and fireball nuking those orcs. The feature of not being locked into a specific play style is nice for the free-stylish gamer. There is nothing worse than blowing a talent point and not being able to reach your final goal, so Two Worlds II has respeccing available if you picked a skill that lets you look better with your shirt off, but doesn’t provide much more. Not that a talent like t hat exists in the game, but you get my point. In regards to the armor sets, the detail of each is stunning and worthy of checking out in the images below, even if you aren’t a fan of the action/RPG genre.

The game has a ways to go before it hits shelves on October 5 for the PS3 and Xbox 360, but TopWare Interactive and Reality Pump look like they’re on the right path. Will the game be the orc slayer of the year? Only time can tell, but after my hands-on experience, I’m hopeful they can deliver a solid action/RPG title for the second installment of the series. My only suggestion? Call the next one Three Worlds I.

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