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Two worlds ii 2010
Two worlds ii 2010





two worlds ii 2010

That being said (that sound you heard was the other shoe dropping), as it stands right now, the system is no where near that full potential.

two worlds ii 2010

Going into the spell screen and being able to select exactly what you want the spell to do, including what it will "chain" into, is a really interesting feature and one that has a good deal of potential. Speaking of casting spell, Kat discussed in her impressions piece from PAX East the magic system that Two Worlds II, which is a pretty cool idea.

two worlds ii 2010

This parity was particularly noticeable with the magic system, which requires you to charge up a spell for a bit before you can cast it a mechanic that's fine to use, but only when it works as intended and is intuitive. The warrior would swing his weapon around and hit enemies or knock them down, but the number of hits required to take them down for good paired with animations that would leave you vulnerable to attacks for a second or so left me feeling frustrated more than anything else. Additionally, the combat never really felt all that satisfying. I wasn't sure if it was just the controller I was using, or the game itself, but there was a noticeable delay in between when I inputted my commands and the character on-screen reacted. What was less impressive was the actual game controls. While I didn't get a lot of time to look into all of the talents that you can use, the idea of being able to create your own class with only the skills you want is a very cool idea. Combat and magic skills are kept entirely separate so you have to make a choice about how you want to divvy up your skill points amongst those and some other general/passive skills. Want to be a fighter mage or an assassin? You can create one that has the skills and stats that you want. Instead, you're a complete blank slate and you can build your character class as you go. Unlike other action RPGs, you are not shoe-horned into a specific character class at the start. The demo that I played placed me into the role of a warrior class and a mage class. Understandably, there are always things being worked on up until the very last minute, but by the time a game's four months from release (with likely only three months of dev time left), one would expect that major features of the game don't fall into the category of "still looking into implementing." Also worrying is the fact that three months after Nick and Kat saw a demo of the game at PAX East, based on their impressions and what I've discussed with them, not much seems to have changed. Earlier this week, I got some hands-on time with the game… and came away with many of the same reservations.įor a game that is tentatively slated to be released in October, a mere four months away and the game has to be pressed and printed at least a few weeks before, hearing things like "that's a feature we're still looking into implementing," or "we're still working on that," is a bit worrying. Based on the version of the game that was shown there, Nick and Kat left impressed by a few features of this new entry, but also had a lot of reservations. At PAX East, Nick and Kat had the opportunity to check out Two Worlds II, the sequel to the good-in-concept but poor in execution third-person fantasy RPG Two Worlds.







Two worlds ii 2010