E3 2010: Two Worlds 2 PreviewBy Jake Gaskill - Posted Jun 21, 2010
Two Worlds II, SouthPeak Games’ follow-up to their moderately successful, averagely received Two Worlds was built from the ground up for consoles this time around, unlike the previous game, which was original designed for the PC but then ported to consoles. Two Worlds II sticks closely to the fantasy RPG vein, while trying to appeal to less hardcore RPG fans through real-time combat and deep combat customization.
What We’re Seeing Now
The SouthPeak rep who ran me through the game’s extensive features list definitely sold me on the complexity, variety and depth of Two Worlds II’s gameplay. The spell creation walkthrough was mighty impressive, since simply tweaking the parameters of a few spell card qualities completely changed the qualities of that spell. One second you’re tossing a single fiery projectile, the next minute, that single fireball has changed to three balls that ricochet off surfaces. The possibilities for customizable spells are essentially limitless (Fun fact: the game is currently being assessed by the Guinness Book of World Records for most spell combinations ever in a game.) The lighting effects and environments were also eye-catching, and nicely detailed, as were the absurd amounts of weapon, item and clothing combinations available to players.
However, when I finally got the controller in my hands, the game lost some of its allure. The presentation is definitely there, and the dialogue scenes take cues from the Mass Effect and Assassin’s Creed games in that you are free to move your character during conversations and the background blurs out to make the characters pop off screen. In other words, it looks the part, but in action, something is just missing. I mean, being able to cycle through preset armor/weapon combinations and combat layouts is great, but that didn't make killing zombies and giant spiders as fun as it should have been.
Perhaps the most compelling feature in the game is the online portion where players are able to establish their own towns and then specify what their town’s primary business is. So you might specialize in weapons while someone else specialized in armor, and this structure eventually leads to the formation of trade routes, and such. This is just one of the ways the developers are trying to make the game really about creating a massive and organic community that lives and breathes inside the game world.
Two Worlds II certainly seems to have enough packed into it to make it a meaty experience, but I have a feeling the game is going to have to work really hard to make a case for itself, especially with so much competition in the RPG space.