1:53 of in-game footage
Including the expansion; Pirates of the Flying Fortress, which also releases this fall, Two Worlds II: GOTY hits shelves with a grandiose entrance!
Las Vegas, Nevada – July 15th, 2011 – TopWare Interactive is releasing the Two Worlds II: Velvet GOTY Edition this October 18th and they are doing so with glamorous class! The TWII: Velvet GOTY Edition not only comes bundled with the sought after expansion Pirates of the Flying Fortress, but is also uniquely designed in a limited collector’s box which is wrapped in black velvet (PC/Mac) or red velvet (console versions) and highlighted with metal corners made to look like antique brass. Moreover, there is a bold relief TWII logo of the same real metal at the top of the box.
Along with the multi-lingual version of TWII, this collector’s item also comes with all of the up-to- date upgrades. Additional extras include a huge double-sided world map and a valuable pirate head pin collectable, which subsequently is also available in-game! This exclusive item actually boosts the player’s parameters if hefted to armor! Together with another bonus disc containing artwork, wallpaper, videos, an extended soundtrack and two additional PvP multiplayer maps. More Antaloor simply isn’t possible!
TopWare Interactive has released new, beautifully rendered, in-game screenshots that show just how much the expansion has improved the look of the hit RPG franchise
It’s obvious in these new shots alone, that TopWare and Reality Pump have once again “upped the ante” in this next installment of the Two Worlds franchise. Including all new dialogue animations and high quality cut-scene cinematography, it’s not only buckets of content and equipment that will be given to the fans, but a push towards a better looking game. The close-ups give the player a clear look into just how visually pleasing this anticipated title will be.
With the recent showcasing the playable demo of TWII: Pirates of the Flying Fortress at this year’s E3 in Los Angeles, it was clear to see the vast improvement in all aspects of this pirate adventure expansion. Experience it for yourself and look forward to the release of Pirates of the Flying Fortress this October 2011!
+++Pirates of the Flying Fortress“ Expansion Pack will arrive September 2011 +++
The RPG-spectacle continues! With “Pirates of The Flying Fortress”, the creators of “Two Worlds II” clear the way for the highly anticipated upgrade for the role playing hit. More than 2.5 million games sold worldwide, numerous awards and a huge fan community are powerful arguments for yet another exciting trip to Antaloor, abducting you this time into the gloomy pirate world! The story plunges the player headlong into an adventure that is more than astonishing! The good old “Two Worlds” atmosphere waits, which is yet quite different this time around. Exotic flair, new enemies, new settings and new weapons – all fans are in for a shocking surprise!
The developers have also once again taken player feedback to heart, massively adding more in terms of game play: In addition to thunder and rain storms, gamers can look forward to dozens of new weapons, impact-oriented horse armor, totally new breeds, fresh boss opponents as well as brand spanking new animations in the cut-scene and in-game dialogs!
“Pirates of the Flying Fortress” will launch in Antaloor as a multi-platform title in September 2011! The extensive single player history as well as several brand new multiplayer maps will then be launched.
|Adventure Part I (15)||Complete Chapter I in the Multiplayer Campaign|
|Adventure Part II (15)||Complete Chapter II in the Multiplayer Campaign|
|Adventure Part III (15)||Complete Chapter III in the Multiplayer Campaign|
|Adventure Part IV (15)||Complete Chapter IV in the Multiplayer Campaign|
|Adventure Part V (15)||Complete Chapter V in the Multiplayer Campaign|
|Adventure Part VI (15)||Complete Chapter VI in the Multiplayer Campaign|
|Adventure Part VII (60)||Complete Chapter VII in the Multiplayer Campaign|
|Alchemist (5)||Create a potion (Single Player Campaign)|
|Beastmaster (35)||Summon 50 monsters (Single Player Campaign)|
|Clairvoyant (10)||Use the Oculus (Single Player Campaign)|
|Contractor (20)||Build 15 buildings in Village Mode|
|Crazy like a Lox (20)||Kill 30 enemies using Fire Arrow (Single Player Campaign)|
|Dances With Mops (25)||Complete the Mage’s Guild Questline|
|Desert Rose (20)||Confront Mirage|
|Duelist (10)||Win 5 Duels|
|Fearmonger (35)||Effectively use Battle Cry 75 times (Single Player Campaign)|
|Fortune & Glory (15)||Explore 25 dungeons (Single Player Campaign)|
|Gemologist (10)||Win 5 Crystal Capture matches|
|Grey Wizard (5)||Create a spell (Single Player Campaign)|
|Hammer Time! (5)||Upgrade a weapon or piece of armor (Single Player Campaign)|
|Hero (25)||Reach Level 20 (Single Player Campaign)|
|Hero For Hire (15)||Complete 10 Bulletin Board Quests|
|I Am Spartacus! (25)||Survive the Arena|
|I See Dead People… (15)||Receive the gift of the Scavengers|
|Into The Fire (25)||Complete Alsorna Introduction|
|It’s A Trap! (35)||Set 40 traps or bombs (Single Player Campaign)|
|It’s Alive! (15)||Wake the Army of Golems|
|Last Man Standing (25)||Complete the Brotherhood Questline|
|Last Stand (30)||Complete Chapter III in the Single Player Campaign|
|Legend (40)||Reach Level 40 (Single Player Campaign)|
|Liberation (80)||Completed the Single Player Campaign|
|Lost (30)||Collect all 4 Lost Runes: Human, Elven, Dwarven and Orcish (Single Player Campaign)|
|Man in Tights (35)||Kill 50 enemies using Multi Arrows (Single Player Campaign)|
|Minstrel Hero (15)||Perform a song, hitting 100% of the notes (Single Player Campaign)|
|Old Wounds (30)||Complete Chapter I in the Single Player Campaign|
|Prince of Thieves (25)||Complete The Thieve’s Guild Questline|
|Ruthless (10)||Win 5 Deathmatches|
|Settler (10)||Build 5 buildings in Village Mode|
|Slight of Hand (25)||Steal from 25 people (Single Player Campaign)|
|Sweep the Leg (20)||Effectively use Knockdown 30 times (Single Player Campaign)|
|The Antaloorian Job (10)||Lockpick 50 locks (Single Player Campaign)|
|The Great Escape (15)||Escape from Castle Vahkmaar|
|The Merchant of Antaloor (25)||Complete the Merchant’s Guild Questline|
|The Road Less Traveled… (30)||Complete Chapter II in the Single Player Campaign|
|White Wizard (20)||Kill 50 enemies with magic (Single Player Campaign)|
|Who’s Next? (20)||Kill 20 enemies using Death Strike (Single Player Campaign)|
There’s a passage in the Bible that, when simplified, says that the sins of a father would be passed on to his son and the only way to break this cycle is through Jesus. I’m not sure if divine intervention has a part in Two Worlds 2’s creation, but by some miracle the game breaks out of the stigma the original Two Worlds created, and somehow Two Worlds 2 manages to be a pretty decent RPG in the process.
Two Worlds 2 starts out with your character being freed from a dungeon by a band of Orcs as he begins a quest to save his sister from the evil lord Gandohar. Character creation is fairly in-depth, with plenty of options to customize your appearance all the way down to “brow angle.” Sadly your main character can only be a male – so female players and men who like to role-play as girls are in for a disappointment. As soon as you jump into the game world you are greeted with some truly impressive visuals – vibrant landscapes, lush trees and grass, and impressive draw distances.
One thing I immediately liked about Two Worlds 2 is that your character isn’t locked into a class. While there are many different areas you can apply skill points to based on class – warrior, mage, assassin, and ranger – you aren’t locked into any one of these things. Combine this with the quick on-the-fly weapon and armor set switching, and it’s easy to play up to three “classes” at any time.
Speaking of weapons and armor sets – the one really stand-out feature of Two Worlds 2 is its crafting system. Every item can be broken down into basic components – a sword into iron, a shield into wood, a helmet into leather and steel. These components can then be used to upgrade your existing items to make them more powerful. Of course, determining what’s “more powerful” is a bit of a conundrum in itself because, by default, item stats are represented by a bunch of indiscernible icons. Thankfully this can be toggled with a option in the settings menu, but it took me a good 10 hours of playtime before I dug out the manual and realized it.
Another option you’ll want to make sure to set is the auto-save time; the more frequent the better. Because when you’re dead in Two Worlds 2 – and you will die a lot – you’re dead and need to reload. Part of this problem of dying so often comes from trying to figure out if the giant ant you are about to face off against will kill you with one swift blow from its antenna, or if you are an equal match for it. I’m still not sure how you’re expected to decide if you are capable of facing off with an enemy. According to Southpeak this isn’t something presented to the players, instead you get a set of icons that show their resistances.
If your character happens to be magic focused, there’s another piece of the crafting system that deals solely in spells. The spell system is based on cards that carry attributes. For instance, you may have a fire card and combine it with a projectile card. Instant fireball. But now you stack in a ricochet card and that fireball suddenly bounces between enemies. There’s a whole range of modifiers and base types here to play with to create spells to your heart’s content – modifiers based on properties like fire, earth, water, air, life and death. Each spell goes into an amulet, and at any time you can have up to three amulets active.
If all this wasn’t enough customization there’s an addictive alchemy system as well. Just about every enemy has some sort of raw element yanked from its smouldering corpse – whether it’s a baboon tongue, wolf claw, etc., it can somehow be used to create a potion. You’ll want to combine these things with the plants found within the world to give you bonuses like +20% to strength, or heal 500 HP. Putting these items together in a cauldron creates a new potion (and recipe) for you to use. While there seems to be infinite combinations, combining objects that have multiple effects doesn’t automatically create a potion that takes on all of those properties. There’s a fair amount of trial and error.
As with any good Action/RPG, the meat of the game is the quests themselves. While there’s nothing terribly exciting here other than your normal “kill this guy”, “fetch that item” type of thing – there is a lot to do. The manner in which these are presented are mostly light hearted – like taking someone’s severed head to a necromancer – so it’s safe to call them interesting. One problem I kept having, however, was figuring out just what I’m supposed to do, combine this with a poor interface for the quest log and I felt like I had a lot of downtime. To make matters worse, I managed to kill my first horse within 15 minutes of riding it (who put that cliff there?) – so getting from place to place became a real chore.
The combat itself is a strange mix of incredibly satisfying and horribly boring. The satisfying part comes from the nice variety of spells, moves and options you have in combat combined with the ability to switch weapon sets on the fly. I loved being able to fire double arrows on some enemies and as they charge quickly switch up to a shield and sword and take them down. However, it can take the upwards of two minutes to take down an enemy, continually pulling the trigger over and over – it basically feels like you are whacking a stone. That’s the boring aspect.
The co-op in Two Worlds 2 consists of seven mini quests that branch the story between the first game and the second – for the most part gameplay is identical to the single player but with the added strategy and chaos that comes from introducing seven other players into your game. I love seeing the variety of characters online: the game allows you to choose the race, sex, and general class of your character – it’s easy to differentiate people while playing online.
Teamwork seems essential, as these online chapters are quite difficult; and its nice to have a good balance of player classes. It appears as though the game scales the number of enemies depending on the number of players – which is a good thing. You can also easily split up across any area on the map, as there’s no tethering. Players share XP from kills, and it seems the host player sets the difficulty for the map, which makes it easy to power level your friends.
The only major problem I can find with the co-op is the inconsistent length of the missions themselves. While the first few might take 30 to 45 minutes each, the laters missions can take almost two hours each. Normally this wouldn’t be so bad…except that there’s no way to save mid mission.
Much like this review, Two Worlds 2 is an incredibly meaty game with tons of content for both single player and co-op. After 15 hours of single player I’m not even one third of the way through – and after 7 or so into co-op I still have two chapters left to complete. On top of this we still have deathmatch, team deathmatch, and a strategy oriented village mode to further increase the hours that can be spent on this game.
While I still feel Two Worlds 2 lacks some polish, the sheer amount of everything else combined with the deep nature of its crafting systems should allow you to overlook it. Action RPG fans have a lot to love here, and its nice to see such an improvement from the original game. Two Worlds 2 is far from perfect…but it still manages to be satisfying and addictive.
The Co-Op Experience: Play with up to 8 people online in 7 different quests. Players can assume class roles, support each other, and share XP.
Co-Op Score: 3 out of 5
General Score: 3.5 out of 5
Co-Optimus game reviews focus on the cooperative experience of a game, our final score graphic represents this experience. Our General Score is more representitive of the overall experience.
MIDLOTHIAN, VA — January 26, 2011 – Leading videogame publisher, SouthPeak Games, today announced that the long-awaited action-RPG, Two Worlds II, is available at retail stores across North America.
Developed by Reality Pump, the game utilizes the brand new GRACE engine, offering a huge world of breathtaking landscapes, powerful enemies and incredible adventure. Designed to appeal to both action-oriented gamers and those looking for an in-depth RPG experience, Two Worlds II features benchmark game-play mechanics. These include flowing, visceral combat, unmatched spell-creation and alchemy systems, full armament upgrades using raw materials from looted items and a fully customizable character skill/class system.
“There aren’t many RPGs of this size and quality available, so it’s great that we can offer gamers something that fills an underserved gap in the market,” said Richard Iggo, Vice President of Marketing at SouthPeak Games. “Two Worlds II has eliminated the issues of the first game and has built upon its strengths to deliver a leading game in the genre. No other RPG can compare to the feature sets that this game has to offer; where else can you find a fully customizable spell creation system offering a staggering 1035 possible combinations? Players can dive into this massive world and play exactly the way that they want to, which is something that every RPG fan dreams of.”
On top of the immersive single-player experience, Two Worlds II includes significant multiplayer components featuring a storyline taking place between the events of Two Worlds I and II. Players can embark on a full-scale online cooperative campaign with up to 7 others, utilizing all of the fantastic game mechanics of single player. On top of the co-op campaign, characters can fight for glory in ranked 1-on-1 and team PvP matches, as well as participate in unique Crystal Capture treasure hunts or look after their own piece of Antaloor in the RTS-inspired Village Mode.
Two Worlds II is now available for the Xbox 360® video game and entertainment system from Microsoft and PlayStation®3 computer entertainment system at all major game retailers across North America for a suggested retail price of $59.99. The Windows PC version will follow on February 8th with a suggested retail price of $49.99. Two Worlds II’ s Royal Edition will be available on February 4th exclusively at Gamestop. Two Worlds II is rated M for Mature by the ESRB.
1)Rift Beta #5 Starts 1pm est!!
2) Champions Online goes Free to Play!!
3)Crysis 2 Mulitplayer Demo only on Xbox 360!!
4)Dead Space 2 released!!
5) Two Worlds II released!!
6) Bulletstorm Demo Released!!
I’m off of work that day yea!!!!