Post: Two Worlds II If you like RPG's You'll love this!
01-19-2011, 07:58 PM #1
extraice1
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); Section I: Gameplay
Section II: Introduction
Section III: Technology
Section IV: NPC's + AI
Section V: Sandbox And The World
Section VI: The Magic System
Section VII: Multiplayer
Section VIII: Gameplay And Mechanics



Section I: Gameplay

Best Online Team Deathmatch Video I Could Find!

[ame="https://www.youtube.com/watch?v=QovIED42j64"]https://www.youtube.com/watch?v=QovIED42j64[/ame]
Cinematic Trailer

[ame="https://www.youtube.com/watch?v=oTQ5wb7ii5U&feature=related"]https://www.youtube.com/watch?v=oTQ5wb7ii5U&feature=related[/ame]

This video shows the quality of the graphics watch in HD
[ame="https://www.youtube.com/watch?v=m0-_hMsg3c8"]https://www.youtube.com/watch?v=m0-_hMsg3c8[/ame]

Online Raiding Necromancy Gameplay

[ame="https://www.youtube.com/watch?v=gqUi-bC93m4&feature=related"]https://www.youtube.com/watch?v=gqUi-bC93m4&feature=related[/ame]
Eight-Man Raiding Multiplayer

[ame="https://www.youtube.com/watch?v=WcVq1oMHCqo"]https://www.youtube.com/watch?v=WcVq1oMHCqo[/ame]

Some Mage Gameplay

[ame="https://www.youtube.com/watch?v=wMMciofkM1c"]https://www.youtube.com/watch?v=wMMciofkM1c[/ame]


Section II: Introduction

“Two Worlds 2” - a new, richer world, with an astonishing number of enhancements and new features, putting to shame the predecessor in every aspect while raising the bar for all the other free-roamer RPGs out there.
When making the sequel, developers set their goals on making the game improved in every possible aspect compared to the original, admitting themselves that the first game did not reach its potential due to many flaws of both PC and Xbox version. This time around, critical feedback from players and the industry was the driving force behind the game's development. On top of that, 'Two Worlds 2' is actually a completely separate game, with a distinct story rewritten from scratch, offering unique freedom of choice and astounding next-gen features for PC, Xbox 360 and Playstation 3. In-house engine has been built from ground up to support multi-threaded calculations and DX9-DX11 graphics, from the get-go ready for console application.

The story begins 5 years after the original events, but new players who haven't played the first game of the series will be appraised of the events that took place in 'Two Worlds'. The story itself has been crafted specifically to suit both new and old players, and features a much more involved main quest line, along with a host of new quests. Our hero will be saved by a few remaining Orcs, helping them survive the onslaught unleashed by evil lord Gandohar, who now rules most of the known world. Orcs are all but a dying breed now, having been wiped out during the war that Gandohar waged following the events in Two Worlds 1. The world our hero will explore is mostly hostile towards hero and his friends, and so sneaking and being inconspicuous will be a large part of the gameplay.

The events take place in a previously unknown region of Antaloor, Western Antaloor. However, as this is a free-roam, sandbox type of game, you'll be able to wander into the locations unknown in the original game. The world consists of roughly 60 square kilometers of freely explorable land and water by the player in a variety of ways. The whole landmass is split into five islands - the largest being actually the size of a continent, the smaller ones having their sattelite isles nearby. Even though there're only 4 big regions, each sports a unique (and very varied) landscape theme, ranging from the ancient-Japan themed city (New Ashos) to swampy marshes with poor villages (Swamps) to deserts occupied by the scoundrels and wealthy merchants (Hatmandor, Cheznaddar). Travelling between the sea-separated regions will have to be initially done on a sailboat manually steered through the treacherous waters. Once on any of the isles, however, horseriding and regular walking will be available as well. Vast teleportation network, known from the first game, is also in place, as are forgotten teleportation nodes that take the players to unknown or inaccessible locations. Massive amount of dungeons to be explored is there for the taking, providing the player actually takes time to explore the land.

The main quest line will take about 20-25 hours to finish, and players will be able to continue exploration and questing after that, both in offline free-roaming exploration and the online co-op mode. Numerous cutscenes and CGI sequences have been implemented and specially directed to ensure a more immersive, cinematic feel. This time around, there's no more awkward pseudo-archaic English, instead, native speakers of English have been employed in both preparation and acting out in dialogues and voice-overs. All of the voice-acting and direction is done overseas in Topware US, American publishing house that is now co-producing Two Worlds 2, to avoid the hapless VO known from the previous instalment. New type of immersive dialogues allows players to walk during the conversation, and even walk out on their interlocutor if they feel uninterested in what the NPCs have to say. This time around, dialogues take place in real-time without stopping or isolating the talkers from the world. However, special camera effects (such as DOF and polygon-count increase) provide a very immersive focus on the one you're talking to, in a perfect mix of interactivity (walk, quit dialogue) with the unique zoom-in feel (DOF/blurring out of the landscape around you).



Section III: Technology

Proprietary in-house GRACE engine, using unique SSAO, infinite light source dynamic lighting, anisotropy, Shader 3.0 AND 4.0 (DX10, DX11 in PC version), full range 24 bitHDR, Human Eye Accomodation, simulated Global Illumination, dynamic multi-map shadows, regulated Depth of Field, smooth multilayer LOD landscapes, volumetric liquids and fog, soft particles and Dynamic Occlusion. Full package of the most advanced effects to date to be incorporated in a free-roam Action RPG, with an astounding performance on all supported platforms. Similar capabilities (save for special effects) in Xbox 360 and PS3 versions, to deliver outstanding performance with full detail.
Possibility to play online with friends in the co-operative mode (non free-roam). Some quests and events in the co-op mode will not be within a single player's reach, so your friends will have to come to your aid. This is done not only via more challenging encounters, but also by making it physically impossible for one player to progress (e.g. by requiring several people to pull levers at once to open some location's door). The co-op mode accounts for 5-7 hours of addiitional fun, but there're two other modes of play online, involving a typical Arena PVP (with deathmatch, teamplay and CTF - Crystal Hunt - mode) and an intricate player-village mode, where economic strategy elements are mixed in with player's development and interaction with other players.
Full physics support, with interactive objects, ragdoll animations, climbing, ladders, fall damage and NPC-to-Objects interactions. Some of the quests will require physics-based solutions in order to reach secluded spots, player's magics will also interact with the objects.
Offering a freedom of choice unseen in other Role Playing Games. The world literally comes to life as it immediately reacts to the player’s actions and changes accordingly, offering new and exciting challenges.
Fully customizable character, 26 different categories of influencing your looks - only a human male in singleplayer campaign, male/female human, orc or elf in multiplayer campaign with the same extent of customization.
Strong, non-linear storyline. Players can shape their own story by choosing the path of conducting the main conflict and resolving meaningful side-quests. There're no specific classes, but players are rewarded with additional effects from their attributes and skills helpful if they focus on one type of path. After the story ends, you can continue playing the singleplayer realm, or enter a co-operative mode with unique new storyline that requires more than one person to fill. Singleplayer campaign can be finished in under 25 hours, but full exploration and finishing side-quests (all quests have individually written questlines) will require ca. 100 hours.
Combat with fully interactive movement, including active blocking, leapjumping, knocking and kicking enemies away and combo system. You can freely jump and crouch, and some degree of freedom of movement is allowed when fighting in melee range or with archery (e.g. walking backwards while shooting arrows or walking back and blocking attacks with your weapon). The same system used without a hitch in the online mode to deliver an oustandingly choreographed PVP.
Smithing, forging and crafting in both SP and MP part of the game. Become the most powerful player in one of the weaponry/armor type, as you embrace your multiplayer-village and its resources to create bigger and better items. In the Online mode, player-built villages can host up to 8 other players and offer a variety of quests to micro-manage and protect the NPCs and buildings under player's control. In Singleplayer campaign, you can dismantle any item and use the outcome materials to empower any other item, increasing the stats, opening slots for magic gems, and finally even allowing to re-color (armor only) the item to your liking!
Free and unlimited character development. Players can experiment with different careers and even reverse their former choices with the help of “career changers”. Unlike its predecessor, TW 2 doesn't rely on sheer investments into schools or parameters - instead, proper development into certain areas (like physical agility and power of mind) will result in better overall results in certain careers. The parameters mentioned above also work for magic schools - even though there's still 5 of them, and player still uses cards for spells found in the wild or bought, players need to focus their magics for better power, and can craft their spells, adding new effects in order to gain the most potent sorcery. Spellcrafting in TW2 offers an unseen freedom and creativity, allowing to combine spell effects into a theoretically unlimited amount of spells to cast (Two Worlds II is entered into the Guinness Book of World Records for having the most spells in a computer game). However, only skilled mages will be able to cast them, and the more complex spells get the longer it takes to cast them.



Section IV: NPC's + AI


Bigger and greater AI, with full daily routines, NPCs aware of players presence, independent travels by NPCs, and massive AI quest integration - e.g. escorting, clearing out the routes, following and assassination.

Unique NPCs, capable of following player, using their own routines, with rudimentary memory of hero's actions and combat patterns.

Enemies and neutral or friendly NPCs are endowed with a rudimentary memory system, aligning or alienating them from the character on an individual basis. Stealing a horse from someone, for instance, may result in that someone being less co-operative next time around. Be careful who you're saying "no" to, some people (and non-people) hold grudges...

Variety of responses to hero's activities, in and out of combat - NPCs and enemies, as well as whole cities, react in real-time to anything hero does.

Logical and immersive Crime System, with all flaws of the original removed. Guards are wary of your actions and will respond to crimes only if you're noticed. Notoriety meter is also there indicating how suspicious are guards and citizens of your actions.

Enemy behaviour patterns differentiated. Strong enemies will try to tackle the hero, weaker will run if scared or facing greater power. Even the day/night cycle will play a role.

Musical instruments to play in Guitar Hero fashion - multiple musical cues can be obtained from vendors in note form, and you can perform on the streets gaining money and respect of the citizens. Harp, flute, drum and lute are available to the players to suit any mood or tastes.


Two Worlds 2 promises more than a hundred of hours of free exploration, questing, battling all in a brand new RPG setting, with features that will take your breath away



Section V: Sandbox And The World


A host of new landscapes and landmasses added; the world area is roughly 60 square kilometers. (Compare: Oblivion - 40 sq.km, Far Cry 2 - 50 sq.km, Fallout 3 - ca.55 sq.km). Of that, 35 sq.km is ocean to be explored, dotted with islands and unpredictable wind and water currents. 25 sq.km. is spread over the 5 islands, one of which is the size of a small continent - offering a huge variety of landscapes all within one world... Ranging from savannah and swamps to ancient elven ruins through to desert cities bustling with life, Antaloor is truly a wondrous world to explore.

Completely revamped and redesigned dungeons, multi-level and multi-floor. For interiors and shallow caves, no loading times or loading screens to ensure smoothest possible exploration. The only times you'll see loading screen are huge interiors (like a University) or underground dungeons and caves.

Hidden places and objects, requiring more involved and rewarding exploration. Exploration-related skills, such as uncovering hidden doors and passages. Interactive shrines and obelisks, where a short prayer may grant the hero unique temporary skills or bonuses.

Unique Oculus(tm) feature - rip out monsters' eyeballs and enchant them with magics to enter a spectacular spectator mode, where you can explore the area unseen and unheard! More potent eyes allow setting traps or even exploding in a fireball combining stealth recon with devastating attack!

New architecture, more intrinsic to exploration, including a bigger variety of multi-story buildings, climbable ladders, traversable beams and planks. You can jump and run over the city rooftops - not as extensively as in Assassin's Creed, but swiftly enough to avoid guards or crowds.

Water exploration enhanced: boats, sailing, treasure hunts, and pirate-related quests, along with hidden remote islands and varied coastline. Additional bodies of water (lakes, bogs, rivers, rivuletes, sea) included. Everything marine is also tied in with physics system, ensuring the most gripping seaside adventure ever!



Section VI: The Magic System

Completely redesigned magic system, with new spell mechanics, spells with physics, and special type of spell upgrading.

PAPAK(tm) - the unique alchemy system is used to brew unique potions that increase hero's potency in battle or magic. An incredible variety of ingredients to find in the wild, a whole host of recipes to uncover via travels and in universities, allowing the most ardent of explorers an unprecedented power over the potionmaking. You also get to name your own potions!

TW2 introduces DEMONS(tm) magic system with physics tie-in (all spells can interact with environment, objects and enemies), real-time graphics effects and immense customization insofar as individual spells and spell combinations are concerned. For the first time in the history of the genre, the player is allowed to assemble their own magic spells. New cards added to existing spell can increase the spell's power... But what aspect of it? Homing onto an enemy? Mana cost reduction? Power of a single blow? Type of damage? Summoning a creature in the place of impact of the spell? That's up to the player, as he will have to decide how to spend additional cards. As with potions, you can give a name to any spell you create!

Spells can also be created by player from scratch - unique combinations involving multitude of immersive effects and actions. Every spell card you find in the world can be combined with others. Each new spell effect can be combined to create devastating or creative combinations, but takes longer to cast and will sap mage's mana.
The system is based on magic amulets that focuse our hero's magical powers. By default, amulets found in the world contain specific spells already, but inquisitive minds may tinker with the amulets to crack them open - and switch the spells (cards) within to their liking. But remember: your amulet can only hold a limited amount of individual spell effects and only cards that you possess can be used in creation of new spells... and even then only the most powerful of mages will be able to cast some of the more potent combinations. Special skills of magic also govern the card combining capacity. Each school has its own skill and it defines the total amount of cards from given school that can be combined at once in an amulet. Additional skills control mana expenditure, speed of casting, amount of summons you can have and even amount of buffs you can get at the same time.

Classless system that evolves player's magics according to his/her choosing, with strict limitations but also with grand rewards awaiting dilligent and focused mages, rogues or warriors. Instead, items rule over the role you choose, and you can always switch those easy...

Unique balancing of the magic system: while you can switch whole weapon AND ARMOR sets with a single push of a button, you can only cast spells with the help of magic staff. Other spellcasting requisites, such as pointy hats and flowing robes are also there (although they're not necessary to cast spells) so mages can become truly potent - at a price of being very prone in close quarters combat! Glass cannons FTW!

Become one with your staff, amulet, hat and robe as every piece of magical equipment will be beneficial to your spellcasting via huge will-power bonuses. No longer do you have to suffer the meaningless staves that do not do anything or robes that are as powerful as fullplate armors. Balancing is intrinsic to the new system, so that each role - rogue, warrior or mage - can be as capable on the battlefield.

World and NPCs (as well as creatures) react appropriately to any magic hero displays

Spectacular world-altering magics, capable of immense destruction or subtle influence. All the magics mechanics, including individual spellcrafting, transferred verbatim into the online mode - dazzle and destroy your opponents in style using your own unique spell creations!



Section VII: Multiplayer

Free to play multiplayer, with lobbies, player-built villages, PVP arenas and co-operative sandbox mode with co-op story and quests.

Character in some of the online modes developed separately from the singleplayer campaign (all except co-op)

Up to 8 players to a multiplayer map, also up to 8 players simultaneously in villages and a much greater (yet unspecified) number of players in persistent, MMO-like lobbies. Similar, up to 8 players in a dungeon/map co-op mode requiring full cooperation and coordination to succeed.

Possibility to rally, heal, protect, or tail party members

Spectacular Arena PVP fights with multi-team combat, henchmen, summoned monsters and variety of tactics

Co-op mode allowing players to actually participate in quests and story in Antaloor after each of them finishes single-player campaign. The cooperation is required as players will face extra-hard challenges and some physically-based mechanisms (like levers to pull or doors to open) will actually require other peoples' presence in order to complete.

Special MMO-event-type quests that are only open to first 100 or 200 teams applying, delivering unique rewards

Several types of PVP and PVE activities, including FFA arena (1v1 to 4v4) horse-races and 'crystal hunt'(Team CTF) mode.

Immersive and highly developed guild and ranking system

Player-built and owned villages in Multiplayer - develop your village to produce wares or weapons unseen by others and trade in real time with your friends, or produce items competitively! Only one village per account is allowed, so make sure you choose your village's specialization wisely: for it's a narrow path that disallows re-speccing to a different area of expertise later on. From leather armors to two-handed sword, every item can have their master craftsman player!

Henchmen and mercenaries at player's disposal to win fights in Multiplayer Arenas and in Solo mode




Section VIII: Gameplay And Mechanics


Players can travel and fight on horses. Horseriding is less pronounced than in Two Worlds 1, but its mechanics have been completely redesigned. You'll only find horses on one of the islands this time (the biggest one, micro-continent).

A choice of traps and snares are at the Player’s disposal making the gameplay both rich and flexible. Similar traps as in Two Worlds 1 exist - the rooting, exploding or poisoning and elemental snares are available at vendors or via crafting. A special skill governs the effectiveness and ability to lay the traps.

Steerable, commandable summons, including Ents, Dragonflies, Slashers and other new creatures, not seen in Two Worlds!

Spectacular and dynamically choreographed fights. The combat system combines intuitive steering, tactical challenges and movie-like visual experiences. Instead of fixed comboes, player chooses which attacks (there are several base types) to include into a sequence. Repeating the same sequence or clicking mindlessly will be adapted to by the enemies, resulting in lower damage if just button-mashing is done on the single target. So no more clicking/mashing fiestas, you have to pay attention to how and when you decide to attack!

Active blocking, split-second tactics requiring full player's attention - no sequence or rounds in attacks and blocks. If you get hit, you get hit. If you raise shield to protect against impact, you can survive the blow. All in real-time, with horizontal hit-zones present. Backjump won't save you this time (even though it's still there as part of tactical approach), but you can use them during comboes as part of the combo sequence. Time it right and you can then perform a devastating short-range charge onto the enemy after a backjump. Miss your timing, and backjump will break your combo instead, reducing your damage to regular amounts. And what's more: all enemies are capable of backjumps as well, and they can use it to avoid magic or long-reach attacks (aside from simply running away from some special hits that take longer to execute!).

New horizontal hit-zone system allows for a tactical approach during Multiplayer and singleplayer combat. Areas physically protected by the raised shield in block are only as wide as the shield. Thus players are more vulnerable to attacks from behind or sideways from their armed hand. Enemies will try to attack player so as to maximize their chances, thus constant movement in combat will be required.

Stealth mode is also enhanced - you can crouch or hide and approach enemies from behind, then use Death Strike skill with a dagger to instantly slay them in a backstabbing-assassination manner!

Each weapon has its own unique animations and specific finishing blows, as well as critical blows that trigger a cinematic camera for an increased "gorey" effect.
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The following user thanked extraice1 for this useful post:

act0fmyown
01-20-2011, 03:44 PM #2
extraice1
Bounty hunter
Anybody????
01-21-2011, 03:54 PM #3
act0fmyown
Crushing **** dreams
I'm excited to play, hopefully it's better then the first one.
01-21-2011, 04:32 PM #4
extraice1
Bounty hunter
I haven't played the first one but i know it was crap conpared to this
01-22-2011, 06:34 PM #5
Looks pretty fun!
01-23-2011, 01:07 PM #6
rov1992
I am error
looks pretty cool, maybe i'll get this!
01-23-2011, 06:58 PM #7
HtD
Dark Knight
Wow you really covered everything nice, but i'd advise you use the spoiler tags for spoilers.
01-25-2011, 04:31 PM #8
extraice1
Bounty hunter
ill add in spoilers and put up some TDM videos Smile
01-25-2011, 04:41 PM #9
YenooR
Gym leader
Looks good but the first one on the xbox 360 was terrible.
01-25-2011, 04:44 PM #10
extraice1
Bounty hunter
Originally posted by YenooR View Post
Looks good but the first one on the xbox 360 was terrible.


Thats becuase it was the first time the company ever had an attempt at making an RPG which are mainly designed for PC's so considering all the factors and that it was also made into a console game made it shit if they had more experience it would not have.

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