Two Worlds Preview - 03/02/07

It’s funny. This is a game that has loads going for it, has been in development for a good while, and yet, we’ve hardly covered it at all. The announcement of a MMORPG mode has certainly gotten our interest, and we look at the game’s features, as well as today’s announcement.


Developed by Reality Pump, the people behind Earth 2160, which we reviewed a while ago and fell in love with, the game is set for launch on May 9th in Europe, on both 360 and PC.

For those of your already proficient in all things Two Worlds, the new info is that the developers have now added a ‘fantastically varied’ MMORPG mode to the game. This will allow players to oppose one another or join forces in Ataloor as Arena or RPG characters. Many of you may not have known that the game is also coming out on the Xbox 360, although it has been made clear that the announcement was referring to the PC version for MMORPG gameplay, and that it does not yet apply to the console iteration.

The Arena will feature head-to-head battles between characters of exactly the same stats – it all comes down to skill, which is great to see in multiplayer these days.



The RPG multiplayer mode lets you establish your own individual character, and you can congregate in the towns and villages that serve as meeting places and start points for the games many quests. This will be where MMORPGers meet in game for the first time, and apparently you’ll be able to hold get togethers in your favourite bars, or just go looking for new challenges with your band of unruly gamers. Clans will be supported too, as well as the ability to start new ones. Once your group is formed, you can go on various adventures specifically tailored to your clan’s members, which can amass to eight players on anyone adventure.

All the usual quests will be in there, as well as more diverse things like horse racing! – horses will also be fully rideable in the game’s RPG mode as you can see from some of the screenshots. You can also go artefact hunting and re-sell the items around anyone of the game’s many shops and markets.

The game revolves around the freedom to change the world the game is based on, also boasting unlimited character development and fun-filled, spectacular combat. As a Role Playing Game, Two Worlds has to adhere to a certain amount of industry standards – pretty much must haves for the RPG fanatics out there, and already, the character development part has been well and truly ticked off the list. Much like Fable, the choices you make throughout the game will greatly effect how the game pans out, what role you character takes on in the game, and indeed, how they will act and no doubt look.



Importantly, and innovatively, choice looks set to play a key part in the game. Choose to ignore a certain faction because of the downsides involved with joining them, and you will shut off a variety of plot twists, characters, and options. Join them however, and while you will get positives, downsides may include being forced into certain quests or missions, ultimately costing time and money to carry them out. “Depending on the way that a problem is solved, the player gains or loses their reputation in certain organizations, various options are being closed or opened, quests are offered and new locations are unlocked. For example, a player must decide whether to help a city hold off the invasion of orcs or to secretly open the gates and let the invaders in. The latter decision will result in an onslaught and the take over of the city by the barbaric hordes. The next time the player visits this location, it will be populated and managed by orcs, unless the human army arrives and tries to liberate the city. The world lives its own life, but the player has the power to change it. The challenge lies in finding the right "strings" and skilfully "pulling" them”

All the guilds and factions in the game require you to keep their respect, and in some cases conduct their orders in complete secrecy. Again, failing to do so could have dire consequences on both yourself, and the guild.



The actual combat in the game is real-time ‘half-automatic’, which involves a number of tactics and combat actions. The system is organised into a sequence of actions, with the basic stuff, such as simple sword slashes, are entered automatically, but any special actions, skills or items must be initiated and activated by the player. Again, the fact that tactics and strategies will play such a huge part should mean that there are innumerable ways to approach each foe, and mean that there will never be an opponent too tough to face, providing you think your moves through in advance.

The environments in the game promise to be diverse and rich in life. From mountains to coastline, hyper-realistic tree and plant physics, as well as a hugely impressive weather system, Two Worlds should be atmospheric like no RPG before it.

We'll have more on Two Worlds as launch approaches.
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Reality Pump
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PC - Xbox 360