Two Worlds II Preview

Knight and day.

For all the shortcomings of Reality Pump's rather awful RPG Two Worlds, at least it gave the developer something to focus its efforts on for a sequel. Most reviewers quickly decided that the original game was buggy, ugly and fairly dull. There's three things to get to work on already.

Having had a chance to look at a very early preview build, it's too early to say whether Two Worlds II will ship with quite as many glitches as its older sibling, but on the other points it's already looking like a distinct improvement.

While Polish developer Reality Pump remains in control of the project, TopWare, the publisher, is taking a far more hands-on approach this time around - particularly when it comes to the writing and voiceovers - and between the two of them they're hoping to create an experience that makes more sense to a global audience.

With a story set seven years after the first Two Worlds - just in case you were keeping track of these things - with the Orcs nearly entirely exterminated by the evil Gandohar, it's up to you to set things straight, even if that means working with an old enemy.

Narrative aside, the first thing that stands out about the sequel is that it's not exactly ugly any more. Kicking off in a huge dungeon, there are plenty of opportunities to take in the improvements to the game engine. Chains hanging from ceilings ripple in the breeze, torches splutter and spark on the walls, sending out real-time shadows, and everywhere you look water is running over stone rather prettily.

'Two Worlds II' Screenshot 1

While exploring, you can take out your eye to use it to scout ahead, and even initiate fights.

Reality Pump has three different versions of its proprietary Grace engine running - one for each platform, covering the PC, PS3, and 360 - and the differences between this game and the lifeless environments of the first are pretty obvious.

It's not just improvements in technology, however. There's a real sense throughout our hands-off demo of a developer getting its act together. The camera now pulls in close for cut-scenes rather than staying at an awkward distance, we're promised that a new writer - whose previous credits include Dead Space - has been brought in to make the fantasy stuff a little less laughable, and the whole game skips along at a less arthritic pace.

The dungeon we're currently exploring will eventually double as the tutorial, and it appears to move at a nice clip, shifting from the introduction of basic movement to rooms that ease you into combat, a library stuffed with books and globes that gives you a chance - if you want it - to learn a little more about the world, and finally, a fairly violent encounter with the game's baddies in which heads are severed, blood arcs through the air, and there's much ominous chatter about destinies and revenge.

Stepping outside and things only get better. The game's outdoors environments are looking lovely, and there's far more variety to the art design. With a world that's 33 per cent bigger than the first game, the landscapes we're shown range from Brothers Grimm-style swamps, full of spooky, twisted trees, creepers, and thick mists, to cities with Persian influences, where peasants mill around in busy marketplaces and palms sway in the distance, and even an oriental plaza filled with wooden bridges and temples of red and gold.

And the game that takes place within these spaces appears to have had a significant overhaul, too, with sweeping changes to everything from inventory management to the approach to magic.

Two Worlds II is still, like the original, a classless system that allows you to shape your character as you wish, blending traditional roles a little. Hot-keys will allow you to build specific armour sets for your various needs, meaning that you can effectively switch classes in real-time, moving from equipment geared towards magic attacks to stuff that's better for melee or ranged combat as the situation calls for it.

Weapons and armour can be upgraded, but the original game's bizarre stacking system is out, replaced with a mechanic that allows you to break unwanted inventory clutter down into its core components, and then use that as resources for upgrading the items you want to really focus on. It has a pleasant semi-RTS feel to it, and if you enjoyed mining in Mass Effect 2 - some of you did, yeah? - you'll be right at home.

Magic has been similarly rethought, and it's actually looking rather good at the moment, blending accessibility for casual players with a potentially fairly frightening depth for those who really want to get stuck in.

The system's based around amulets, each of which will contain a series of cards which act as modifiers. It sounds pretty confusing, but, at a basic level, it means that the amulet for your fireball spell can have a range of different cards, all of which change the way it works.

'Two Worlds II' Screenshot 2

Five mini-games are promised, including a pretty decent lock-picking offering.

The basic fireball will be enough for most - it was good enough for Mario, after all - but it's going to be tempting to start messing about and trying to trick things out as you get more cards: switching it up so that zombies are spawned whenever your flaming attacks hit the ground, or causing the fireball to split into five chunks as it moves. A quick glance down the menu suggests there are hundreds of cards available, while a smart radial menu allows you to have fifty spells within reach at any one time.

Finally, Two Worlds II's multiplayer component is starting to look distinctly ambitious, too. Split across three fronts, it offers a separate co-op campaign that contains seven levels of adventuring to bridge the gap in the story between the first game and the sequel (co-op will support eight players in outdoor environments and four inside dungeons), a standard eight-person PvP setup, which allows you to see what kind of bizarre spell combinations other players have come up with as you smack them around in arenas, and, finally, a bizarre city-building offshoot which sees you gathering and managing resources, keeping your population happy, and engaging in basic RTS mini-quests.

All of which should hopefully be enough to cheer up anyone who found the first game boring. With a campaign that should take, at a minimum, 25 hours to get through, and side-quests and multiplayer oddities that should push that number well into three figures, Two Worlds II is looking surprisingly good. It's far too early to tell whether it's got what it takes to banish memories of the first game, but it certainly appears to be going in the right direction.

Two Worlds II is due out for PC, PS3 and Xbox 360 in Q3.

Comments (37) Latest comment 1 year ago

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  • TheBoyChris #1 2 years ago

    It's good when developers are allowed to have another crack at something - power to them I say. If developers don't get the chance to learn from their mistakes, what chance have they got in the long run?

    Sounds interesting - will be putting this on my radar to track :)
  • Quint2020 #2 2 years ago

    Duffman will be so happy there's a preview for this.
  • Pac #3 2 years ago

    For some daft reason I though this article was about Another World 2.

    That would be awesome!

    ...this, not so.
  • Chazmeister #4 2 years ago

    I rather enjoyed the first game actually, even if it was rather broken and filled with really hammy dialogue, mayhap this one will be much improved.
  • Metalfish #5 2 years ago

    Sounds massively ambitious. The first one was full of bad ideas executed badly. I hope they've learned their lessons, even if some people found an enjoyable romp in the prequel.
  • crazyhorse174 #6 2 years ago

    Two Worlds II is a rather clumsy name though. Hopefully they'll change it something less of a mouthful.
  • M4RV #7 2 years ago

    For some daft reason I though this article was about Another World 2.

    Same here. Still, now that's a game that hardly needs a sequel.

    - - - -

    Not my cup of tea this one, but...
    Edited by 1 at 04/03/10 @ 14:00
  • SilverInfinity #8 2 years ago

    I enjoyed the first game, yes it had its faults but it wasn't as bad as Divinity 2 or Risen.

    Looking forward to this!
  • convercide #9 2 years ago

  • PearOfAnguish #10 2 years ago

    I enjoyed this too, eventually, though it is massively flawed in many ways.

    "With a world that's 33 per cent bigger than the first game"

    Are they kidding? The original is really fucking huge.

    "it wasn't as bad as Divinity 2 or Risen."

    So wrong.
    Edited by 2 at 04/03/10 @ 14:12
  • DUFFMAN5 #11 2 years ago

    Fookin yes! and #8 Sir as for Divinity II (25 odd hours in) brilliant and Risen (2 run throughs) brilliant.
    I love me some olde fantasy RPG.

    I have had TWII pre ordered for ages, if it is anything like the first I will be very happy.
  • Quint2020 #12 2 years ago

    From a mechanic perspective I actually found a lot to like when it came to the first game but everything was so poorly executed and badly presented that any good ideas the developers may have had just got lost, it was really a game that smacked of too much ambition and not enough resources to see that ambition come good.

    It sounds like the publisher may be throwing a bit more money at them this time (an odd choice considering how poorly the original game did), hopefully this will result in some of those good ideas turning in to a good game.
  • JimWest #13 2 years ago

    I was disappointed with the first was so hoping for an oblivion with co-op aspects. Lets hope they have learnt from msitakes, and picked up a few pointers from games such as Borderlands that have come out since then.

    It is good to see Devs taking another crack at an IP just because the first one didn't work out, you never know it could be one of THE games to own.
  • NewbieZilla #14 2 years ago

    They really should focus on doing a single player only affair. I really don't think them capable of outputting a non-broken multiplayer exerience.
  • mkreku #15 2 years ago

    I didn't think the first game was ugly. In fact, I thought it was really pretty.
  • Slipstream #16 2 years ago

    Haha, it does sound ambitious.
    It's the co-op that has my attention, I was expecting what this is offering in the first game but to no avail, so hopefully they've got it right this time!

    Bridging the plot from the first game and this one will take some work, once people realised unstructured the first game was you can bet they gave p after 15 minutes of wandering outside the first time.

    I think a demo should be in order for this one, prior release.
  • joe90 #17 2 years ago

    @Pac.. me too, its the art work on the main page..
  • greenllama88 #18 2 years ago

    I really love the genre so was dissapointed that the problems with the first game did enough to detract from the potential it had... sounds like they have got some good new ideas for this one so if they can get the core experince to be good enough, then it could be a great little gem in the rough... not expecting a flawless experince though as these type of games are usually flawed master pieces at best... thats half the fun.
  • Boomerang #19 2 years ago

    I also enjoyed the first. It was a bit shit, but in a really charming likeable way. Will definitely keep my eye on this.

    Hope they've dialled down all the "Well met, aye!!"s from the towns though!
  • Widge #20 2 years ago

    On the radar, maybe it'll be the Elder Scrolls game that people wanted...
  • JayKwon #21 2 years ago

  • MrWonderstuff #22 2 years ago

    Saw a trailer for this and the voice over work was very poor. Placeholder?
  • Demiath #23 2 years ago

    "Two Tworlds II"? Must be the worst WRPG title since "Divine Divinity"...
  • kingmong #24 2 years ago

    Name idea:

    Two Worlds II: That's Four Worlds In Total
    Edited by 1 at 04/03/10 @ 17:58
  • immateriaux #25 2 years ago

    I guess the XBox and PC experience, again, really need to be differentiated in these discussions. Bought the original for PC and really enjoyed it. The horse riding exploration in particular was well done and the dialogue never in the least bothered me - it's fantasy, how do we know they don't all speak like amateur dramatics apprentices? Will certainly look forward to the sequel
  • darc #26 2 years ago

    "Chains hanging from ceilings ripple in the breeze"

    That's one hell of a breeze. (Or very thin chains.)

    "The tree stumps around here are too short for this, but there's a crypt in the old drowned cemetary that'll work nicely."

    I'm trying to imagine what those two guys could possibly be discussing. Whatever it is, I doubt either of them are up for re-election. :)
  • mcmothercruncher #27 2 years ago

    Am I the only one who struggles to read their name as anything other than Reality FART?
    It's making it really hard to take the whole thing seriously.
  • macpete #28 2 years ago

    There are four versions of the engine, to be precise. The game will be released for the Mac platform as well (release date: Spring 2010 ... the same time frame of the PC/360/PS3 versions).
    Edited by 1 at 05/03/10 @ 16:55
  • darc #29 2 years ago

    Four builds, single and multiplayer, co-op and PvP... this much ambition sounds like a recipe for disaster. BUT, I am looking forward to the reviews. This is exactly my sort of game.
  • actionfitz #30 2 years ago

    "rather awful"

    fuck thats being too kind.
    only game i've ever returned the same day i bought it.
  • j1m.ch053n #31 2 years ago

    i also enjoyed the first game actually. my two sword wielding maniac cleared out all the towns - it was a riot
  • payback7 #32 2 years ago

    Sounds interesting....... :)
  • Phishfood #33 2 years ago

    I loved the first 2 Worlds just because the main character was an arse hole and very sarcastic whike speaking in ye olde tounge.
  • peppergomez #34 2 years ago

    does this offer a 1st-person play perspective? might buy this, if so.
  • mkreku #35 1 year ago

    With this, Arcania and Risen 2 on the horizon, my gaming future looks very bright! If only they were released soon.
  • uk_john #36 1 year ago

    The problem with our multiformat gaming market and multiformat sites, you now get a console description of Two World One's bugs, etc, which the PC didn't have and a multiformat preview of the new title. If we had separate PC and console previews, the console preview would be the same as this, but the PC one would have to be different as it relates to Two Worlds One!

    Multiformat is killing the games market, because I can imagine how many people DIDN'T buy Two Worlds on PC, because they read so many generic negatives without knowing they were about the console version!
    Edited by 2 at 07/12/10 @ 02:23
  • aawells07 #37 1 year ago

    ive played this and im kinda picky wen it comes to RPGs and i can promise everyone that this game is really good imo its one of the best fanasty RPGs in a long time