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TopWare Interactive

Raven's Cry photo
Raven's Cry

Raven's Cry sets sail for piratey adventure May 2014

Launch Ho!
Nov 25
// Conrad Zimmerman
TopWare Interactive has finally set a date for its pirate-themed RPG Raven's Cry, which will be made available on May 7, 2014. I want this to be very good, because I like it when role-playing games don't conform to a high-fan...
Pressure photo

Steam releases Pressure, game deposits on consoles 'soon'

I wonder if there will be any expansions
Apr 09
// Darren Nakamura
There wasn't much build up leading to the release of TopWare Interactive's latest explosive game, Pressure. It's bouncing around on Steam right now, but it can't be contained there; it's coming to Xbox 360 and PlayStation 3 ...
Pirates! photo

The piratey Raven's Cry listed for October release

Filthy brigands, assemble!
Apr 06
// Conrad Zimmerman
We haven't heard much about Raven's Cry for a while now, but the pirate-themed adventure developed by Octane Games and being published by TopWare Interactive appears to still be on the horizon. The game's page on TopWare's si...

Raven's Cry has pirates that don't act like bilge rats

Jun 11 // Ryan Perez
The great thing about Mr. Raven is that he doesn't take any crap from anyone, but dishes it out nonstop. Raven's Cry features a dialog system not unlike those we've seen in the games of late (Mass Effect, The Witcher 2, Deus Ex: Human Revolution), although those games either provided a choice between morally ambiguous decisions, or between being a saint or a complete dickhead. RC is very aware that a vindictive pirate has little need for politeness or cordiality, so virtually every interaction Christopher has with an NPC is unsavory. Don't worry, you still get to choose what to say and how to react, but, in the end, you're still going to be a jerk. For instance, one scene had Christopher strutting into a tavern and speaking to an unfriendly sot for information on someone. When the patron balked, two choices were presented: Either point your gun at the guy's face, or staple his hand to the table with your knife. Too bad they left out a third option: pluck out one of his eyes with your finger, then piss in the hole. Part of me wonders if the consistent dickheadery will get a bit old (and funny) after a while, but it's still nice to see a genuine antihero in this age of plucky, upstanding protagonists ... who kill men by the dozens. Though the majority of the game looks pretty dated, the locales are at least somewhat pretty to behold, and are indicative of the period and areas where piracy was the most prevalent. I was shown two settings, one of which was the infamous Port Royal. It was night, so not a lot was going on while Christopher walked through town. When certain things did happen, though -- like a pirate dragging a screaming wench back into her whorehouse -- the developers pointed out that such moments will mostly be uninterrupted by Chris, due to his "character." While that makes sense, part of me wonders if this also a way for the team to cut some corners and save some development time on side quests. Not that I'm complaining, I rather enjoy the thought of a game that doesn't require my character to retrieve an apple, a bottle of milk, ten paperclips, and the ass feather of a cancerous chicken to some old woman baking a pastry. The rest of the game, however, is a bit lacking. While the minimal HUD is a fantastic idea that I never really tire of (especially in story-driven games), the combat and gameplay seem a bit static and, for lack of a better word, constipated. The motions of each character have a fluidity that can best be compared to action games from two generations ago. I was even shown some "stealth" gameplay -- where Christopher is able to hide behind crates and boxes -- but when it came time to kill a guard, he simply stood up, walked up behind the enemy, and then did his killing. Hiding behind things seems a bit redundant, in this case. I will admit, though, seeing the main character rip the guard's throat out with his hook hand was kind of cool. In the words of Jim Sterling, "We need more damned pirate games." And while he happened to be talking about a different game entirely, I couldn't agree more. Buccaneers are cool, if murder and theft are your thing (which they are absolutely mine). Even though I had some concerns about the gameplay in Raven's Cry, I'm still going to keep a watchful eye on it, for the very reason that pirates > zombies. Get your pillagin' on when Raven's Cry hits the PC, Xbox 360 and PlayStation 3 sometime next year.

As a fan of 17th-century pirate history, it has always been kind of a bummer to watch the romanticization of the sea dogs into that of chipper, lenient, morally moderate sailors who merely look grizzled. Edward Teach's Jolly ...


E3: TopWare announces Sacrilegium, with screens

Jun 07
// Ryan Perez
Creepy religious symbolism: cool. Survival horror: awesome. What happens when you put them together? Heck if I know, but TopWare Interactive is uncovering this mystery with its newest title, Sacrilegium. Known best for its po...

Exploring the brutalities of pirating in Raven's Cry

May 04
// Steven Hansen
With the recent release of Risen 2, we saw a rare, solid swashbuckling game for those of us who love to go a’ pirating. Well, pirate fans may be in for another unexpected treat with the upcoming Raven’s Cry, whic...

Transcripted mixes shooting, puzzles, and science

Apr 10 // Darren Nakamura
In molecular biology, transcription is the process of transferring the information held in an organism's DNA inside the cell nucleus to mRNA, which is the first step in protein production. While I personally think that literal idea would make an excellent videogame, Transcripted takes a more abstract approach. The DNA strand is represented by an ever-moving chain of colored blocks, and points are awarded for matching three bases of the same color in a row, removing them, and potentially setting up chain reactions. Basically, it's Zuma. Or at least, half of it is. The player takes control of a nanomachine, so one of the first things that sets Transcripted apart from Zuma is that there is free control over not only aiming, but also movement. In addition to the nucleotide chain that the player must worry about, there are also antibodies trying to attack the nanomachine. Shooting and destroying these yield power-ups and the DNA bases required to work with the DNA strand. If one were to only focus on the twin-stick shooting aspect, they wouldn't repair the corrupted DNA and wouldn't progress. However, without the shooting element, they wouldn't have any DNA "ammunition" to repair the chain. As a result, the player is constantly switching between the two focuses, prioritizing actions on the fly. Since there are two distinct mechanics at work in Transcripted, there are also two different sets of difficulty settings. For instance, methodical players can increase the puzzle difficulty and decrease the shooter difficulty, or more action-oriented players can keep the puzzle elements simple while upping the amount and types of enemies. There is a pretty substantial upgrade tree available, and as players progress they can unlock various power-ups. These can be passive upgrades like improved shields, or more active ones like new and improved weaponry. The default control scheme shown off was a traditional twin-stick gamepad setup, although the aiming felt a bit limited, with a discrete number of directions that projectiles could be fired from. Fortunately, as a PC title, mouse and keyboard controls are also available, and while the movement suffers a little in the transition, the level of precision gained in aiming more than makes up for it. While Transcripted works competently with a gamepad, it really shines with mouse aiming. The visuals are well done, with different areas representing different types of bodily tissue, ranging from muscle fibers to neurons. What little I heard of the soundtrack was mellow electronic fare that, when combined with the cell biology theme, reminded me quite a bit of Osmos, despite the completely different gameplay. One slightly jarring thing about the presentation was that the relaxing music worked well for the early mellow stages, but was at odds with the action of the later stages. Perhaps one of the most telling things I can say is this: I really dislike Zuma, but I'm still interested in Transcripted. In the same way that Puzzle Quest took the boring grid-based match-three gameplay of Bejeweled and turned it into something addictive, I can see Transcripted doing the same with its puzzle elements. It adds enough to be fresh, while still having some familiar grounding that will draw in fans of its inspirations. Transcripted is expected to release on PC some time this summer.

One of the more recent trends in gaming has been to take two seemingly unrelated genres and mash them up, creating a sort of remixed videogame. Match-three puzzle elements have been combined with role playing and platforming...


Live show: Mash Tactics special at TopWare Interactive

Oct 01
// Bill Zoeker
Mash Tactics is breaking free of its usual Monday-Friday schedule to bring you a special broadcast from the U.S. headquarters of TopWare Interactive, developers of Two Worlds II. Today from 12:00-5:00pm Pacific, Jon Carnage w...

Live show: Mash Tactics at TopWare this Saturday

Sep 28
// Bill Zoeker
Mash Tactics will be live today, playing... something. But, we want to use this time to let you know about a special edition of Mash Tactics airing this Saturday, October 1st, from 12 to 5 PST. This event will be Pico Mause's...

Preview: Scivelation

Aug 21 // Maurice Tan
Scivelation (PC, Xbox 360, PlayStation 3)Developer: Black Wing FoundationPublisher: TopWare InteractiveRelease date: 2012  You play through Scivelation as two characters in the GRN. A Japanese assassin hottie named Elisha who, if you saw her, can obviously be identified as a former scientist just by looking at her, and a Russian soldier named Mikhail. Throughout the game you'll play as one of the two characters, but there will be some levels where the characters meet, allowing you to choose which one you want to control.  The demo at gamescom only featured Elisha who can snipe people, activate an invisibility cloak system that still allows you to identify her womanly curves, and do her sneaky-sneaky thing while mostly evading direct conflict where possible.  It looked a bit like a mix between Metal Gear Solid 4 with the stealth mechanics, and Uncharted in terms of combat and being able to scale walls and shimmy ledges. Everything about Scivelation did look a bit generic, though. Some of the game's innovative features include being able to pick up enemy weapons or "unique stealth moves, including stealth kills." If you've played third-person stealth games and action adventures, you can probably jump right into Scivelation and bypass any tutorial as long as you know which button does what. Where the game does show potential is in its storyline and world. Inspired by books like 1984 and Brave New World, as well as movies like V for Vendetta, there is an opportunity here to craft a really interesting world that delves into themes like the corruption of institutions, religious zealotry, and the eternal question of why female scientists in videogames always wear skimpy outfits. Scivelation hasn't been in production for very long, so we'll have to wait and see if Black Wing Foundation can turn it into something interesting.

In a dystopian post-apocalyptic world, a Judeo-Christian fanatic group called The Regime has taken control of the entire world. Meanwhile, a global organization of resistance cells called the GRN (guess what it stands fo...

Raven's Cry looks like a proper pirate action game

Aug 20 // Maurice Tan
Raven's Cry (PC, Xbox 360, PlayStation 3)Developer: Octane GamesPublisher: TopWare InteractiveTo be released: 2013 On your path, you'll hack, slash, and shoot your way through an array of environments such as typical Caribbean port towns and Aztec lands. Your missing hand has been replaced by a hook (naturally), which hopefully means you can use it to cut into enemies and throw them around. Raven's Cry is a really dark game, so don't expect any of that Pirates of the Caribbean PG-13 crap. People are going to die -- it's just a matter of when. Systems for Fear and Notoriety make the world around you react to your actions and choices. Killing enemies makes you accumulate Fear, which you can use to scare enemies away or as a super attack. The consequence is that everyone in range becomes hostile, if you didn't scare them off. Notoriety is increased as you do your murderous thing and although there aren't a lot of details on this system, at the moment it sounds a bit like Assassin's Creed's notoriety system with posters on the wall you can rip off. Pirate charms will supposedly let you become invincible, summon ravens to rip enemies to shreds, boost attack speed and damage, and even cast some magic.  Besides the typical third-person action, you can expect naval battles and mano-a-mano duels with certain enemies as well. Some of the weapons' concept art looks ridiculous, like a "sword-pistol" that is basically a big knife with a revolver attached to it, or an "axe-rifle," which looks like a 17th-century version of the lancer from Gears of War. Maybe you can chop it into a person's shoulder blade and then use that person to stabilize your shot, eh? It sounds like the choices you make in Raven's Cry will affect Christopher Raven's soul (i.e., replayability), but it's already pretty clear that this game is about brutal pirate murder, plain and simple. I've been aching for a pirate action game for quite some time now, so I'm going to keep a close eye on this one.  Raven's Cry only just started production and it's going to take a while before we get to see some gameplay, with a planned release for 2013. Please don't be shit!

TopWare showed a rough version of a live-action teaser trailer for Raven's Cry at gamescom this week and I got the chance to learn a bit more about the game. Rather than being yet another pirate-themed role-playing game ...


Two Worlds II: Castle Defense adds Eyetracking technology

Jul 25
// Bob Muir
In readying the iPad 2 version of Two Worlds II: Castle Defense (released on PC, Mac, iPhone, and iPad back in May), TopWare has added a really cool new feature. Using the iPad 2's camera, Castle Defense can track the player'...

Two Worlds II Velvet Game of the Year Edition in October

Jul 15
// Jim Sterling
Topware Interactive is releasing Two Worlds II: Velvet Game of the Year Edition on October 18 and yes, there is velvet.  The velvet covers the entire box -- black for PC and Mac, red for Xbox 360 and PS3 -- along with me...

Two Worlds II: Pirates of the Flying Fortress screenshots

Jul 08
// Jim Sterling
We really need a larger character limit for our headlines because games like this really limit my ability to sneak sexual threats in there. Anyway, here are some screens for the upcoming Two Worlds II expansion, Pirates of the Flying Fortress.  You can click on the gallery for pictures of lovely monsters and stuff. Do that if you want. I don't mind what you want to do, really.

E3: Disturbed's John Moyer penning Scivelation soundtrack

Jun 08
// Conrad Zimmerman
While meeting with TopWare Interactive to discuss their upcoming sci-fi shooter, Scivelation, all I was actually shown of the game was its logo. But what I heard of the game brought an interesting surprise. Acc...

E3: New information on TopWare's Scivelation

Jun 08 // Conrad Zimmerman
Players will play as two characters, Mikhail Ivanov and Elisha Amano. Mikhail is the Captain of the Resistance and the combat-oriented character, with cybernetic enhancements to give him an edge in battle. Elisha, a former Regime geneticist turned rebel, takes a more stealthy approach. The game's opening chapters will require you to play as specific characters, so as to introduce their differing capabilities, but you'll be able to choose who you play after that point. Both characters will have access to customizable weapons and a variety of special abilities appropriate to their gameplay styles. Elisha will have the ability to cloak herself, create a holographic projection and something called "psychic scouting," which I'm forced to assume means she can watch me masturbating. Mikhail, for his end, gets a shield ability, a berserk charge and remote-activated weapons. The folks at TopWare seem really excited about the story, which they described as drawing inspiration from dystopian literature and the work of George Orwell in particular. But they wouldn't reveal any further details on that or anything else. The idea is intriguing enough to catch my attention and I'm hoping the game makes a big splash when we get to see it in action at Gamescom in Cologne.

I met with TopWare Interactive and while they showed me a lot of titles, they weren't quite ready to lift the veil on one of their biggest projects just yet. Scivelation, a post-apocalyptic shooter announced in 2009 has been ...

E3: Check vs. Mate offers a new spin on Chess

Jun 07 // Conrad Zimmerman
It's also gorgeous, with an art style that straddles the lines between Warhammer Fantasy and Warcraft to create a bold middle-ground that is striking and beautiful. Knights are bipedal horses with human arms while rooks are massive golems that thunder across the board as they move. When they go into combat, you'll be treated to violent animations as pieces are removed from the board. Where Check vs. Mate really stands out is in its third-person battle sequences where you control your piece in a battle against your opponent in order to claim a space. Once two pieces meet, the board is cleared and you get direct control over one of your units, working with some AI-controlled pieces in a fight to survive. The attacking player does get an advantage, so defending a space can be difficult but can also completely turn the tide of a game. TopWare also recognizes that it's hard to justify paying full retail for a chess game, no matter how pretty or how many options it has. That's why Check vs. Mate will be releasing at a reduced price point of $39.99 on PC 3DS, PSP and Wii and $49.99 on PS3 and Xbox 360 consoles. TopWare also plans to release downloadable content for the game, including new sets of pieces and boards to play on. The game looks like a lot of fun, particularly for people like me who have always liked the idea of Chess but lacks the skill to play it well. You can look forward to it releasing this September.

TopWare Interactive showed me this strange little game, already released in Europe as "Battle vs. Chess." It's been renamed to "Check vs. Mate" for the North American release to avoid potential conflicts with Interplay's Batt...


E3: Two Worlds II Pirates of the Flying Fortess explored

Jun 07
// Conrad Zimmerman
In a meeting with Topware interactive today, I was given a first look at the upcoming "Pirates of the Flying Fortress" expansion for Two Worlds II. This new adventure takes place after the events of that game and delves into,...

Two Worlds II UK retail release does not seem likely

Feb 22
// Maurice Tan
Two Worlds II has seen a bumpy ride when it comes to its UK release, which was previously pushed months down the line of the mainland European release. Despite being stuck with an English-voiced mainland release if I wanted t...

Allegations, sleaze, & treachery: A tale of Two Worlds

Feb 20 // Jim Sterling
Destructoid spoke to people within the industry, within Topware itself, and within the videogame press. Several of them preferred to remain anonymous; some of them I know personally. With that in mind, I've chosen to respect their request for continued anonymity, as much as I'd have loved for them to step forward.  The allegations against Topware are numerous, so it would be best to simply list them. The following is a rundown of the various stories we have uncovered over the past few days; do bear in mind that these are allegations. European reviewers have accepted ad buys from Topware in exchange for favorable reviews.  Topware was caught by IGN attempting to influence the rating score of IGN's GameStats and inflating Two Worlds II's ranking. GameReactor was pressured to take down its Two Worlds II review because it used preview code to write it. The rub is that more favorable reviews released at the same time as GameReactor's were not asked to remove their reviews, despite being based on the same code. Topware employees have been writing Amazon reviews, posting YouTube comments, and posing elsewhere as members of the public to generate positive feedback on its own products. Threats of legal action against one reviewer were made without the permission of management, and rest entirely on the head of the PR department. A reviewer was accused of pirating a copy of Two Worlds II for his negative review, despite having been sent code. Destructoid itself was planned to be approached with a bribe. Topware paid for a Two Worlds II site skin, but withheld half the pay. The other half was allegedly planned to be paid in exchange for an 8.5/10 review from us.  As you can see, that is a considerable laundry list of trespasses. If this were just coming from one random source, I'd be a lot more hesitant to run this. The fact it comes from multiple areas of the industry, and the fact that I can speak to nearly any of my industry peers about Topware and have them suck in air through their teeth and be totally unsurprised by anything the company is accused of, seems to say a lot.  Where Destructoid is concerned, I personally received no bribes from Topware, but then, my main point of contact was Southpeak, a company that worked with Topware on Two Worlds II's promotion. Southpeak has never approached me about review scores, and never threatened to blacklist me, or anything of the sort. James Seaman, Managing Director at Topware, categorically denies the allegations or any wrongdoing, either in this country or Europe.  "There is absolutely no correlation between review scores and ad buys," said Seaman. "We do not even have the budget for ad buys that people would even take that seriously. On top of that Topware does not handle PR in Europe. Zuxxez Entertainment, our parent company, does." As far as the GameReactor business goes, James explained to me that it was far more benign than the accusation presented to him. He did not explain how only select sites were asked to remove their reviews, while more favorable reviews were allowed to remain published.  "We had issues with a multi-platform launch that shipped at different dates to different regions that were not polished for English reviews as the VO was not complete," he said. "We asked people to wait for the UK/US version to be sent out, but many people imported the German version which made multi-player almost impossible as it was in German completely. We asked people to hold off on reviewing the product until we launched the English version, if they felt pressured then I will issue an apology to them. "Topware does not engage in any manipulation of media sites or customer sites, but we are happy that people like our game." We've spoken to a couple of European reviewers about Topware, none of whom wished for their names to be made available, but all of whom seem to have a negative experience with Topware. One contact said that "for a Topware guy to post in the comments that they haven't been blacklisting sites is utter utter bullshit." He added that his site has already been blacklisted, and that his reviewer was accused of playing the game for one hour on an illegal copy. He maintains that the site's review was sound.  Destructoid has received copies of a number of emails sent to the team at Topware, one of which most certainly seems to indicate that Topware did, at least once, attempt to manipulate the media. In it, James himself is quoted as saying, "The review is down, get the review pulled from Metacritic. However it is being reviewed again. Contact this guy and give anything he needs to get our score up." Seaman went as far as to admit that his team had argued with outlets over scores, expressing frustration at reviews that scored the game less than 7/10. He stated that, in hindsight, it was "stupid" to do so and promised it wouldn't happen again. Again, he said that tantrums were as far as it got.  James did not address the allegations of Topware staff inflating hype for the game by posing as consumers online. Once again, we have a copy of an internal Topware email that states, "Please post one favorable review of the new trailer daily for the next two weeks on youtube with different user names. Please make this a priority I want your user names and comments posted in your weekly reports -- reports that are still coming late or not at all. I would appreciate not having to be a jerk and start fining people so get them in on Friday. Make this a priority." This kind of practice is as old as snake-oil salesmen, and is of course not limited to Topware. There have been reports in the past of publishers doctoring Wikipedia articles, and one simply assumes that companies do what they can put out the buzz, even if it's done in a disingenuous manner. If these emails are legitimate, then it's clear that the company put an incredible amount of effort into manufacturing the hype.  As far as accusing reviewers of piracy is concerned, Seaman contests that this was the result of a miscommunication.  "The other issue was handled originally by our intern Bert and then I followed up officially with Microsoft and since it was a potential piracy copy that was involved ... I then took this over," he stated. "I have sent you two emails from our guy at MS UK -- the first saying that no discs were given out -- thus our opinion that it was piracy, next the following week with a 'oops we found out that we sent them out.'  Still blown away that a German language disc was given to them, but they had the right to review the game as they wished." The emails I received did indeed confirm that Topware had possible cause to believe that the site in question had not received a legitimate review copy, and that Microsoft later set the record straight. As far as we know, this issue has been resolved and the legal threats never went anywhere. It does not explain why Topware's PR department jumped directly to accusations and threats before trying to first speak to the website, nor does it address the notion that the PR department made such threats without the approval of anybody further up Topware's ladder.  James said he wouldn't even begin to know how Topware could manipulate services like GameRankings and GameStats, claiming that he's "not sure what happened with IGN and when that happened and how anyone could manipulate game rankings." From what we uncovered, it's entirely possible to do with around five dedicated computers refreshing the Two Worlds II GameStats page. With each computer having twenty tabs open to the correct page, and the computer refreshing said tabs at least once per minute, you can drive up the rankings, since GameStats measures consumer interest in each page.  Hiding behind IP masking techniques, a publisher can manufacture the interest level for any game it desires on a site that is watched by GameStop, Best Buy and other major retailers. One party explained to us that this is how Topware had generated retail interest for the game.  So how did IGN find out about it? Well, it was explained to Destructoid that Topware's IP masking failed them last spring, revealing that all the traffic was coming from a single source -- Topware itself.  We reached out to IGN for comment, but are waiting for an official response from the department in charge of GameStats. In the meantime, we did get a quote from IGN Editor-in-Chief Hilary Goldstein, who replied with, "Gamermetrics isn't my area so I can't comment on anyone getting caught or anything like that or even why a popularity metric matters prior to release. What I see is our traffic -- uniques and pvs -- and can say it's a rare occurrence for a unique individual to read the same story 100 times. That is the unique-to-pageviews average I'm seeing. Must be one hell of a preview." So basically, if Topware or some other company wasn't falsely manufacturing pageviews, there's several people out there so enamored with Two Worlds II that they read the page 100 times. I'd love to meet those guys.  We also spoke with Jake DiGennaro, a former Topware PR manager. While he would not address some of the specific allegations, he did tell us that he was not happy with some of the company's conduct.  "I certainly did some things that I believe were morally grey," he explained. "I felt uncomfortable doing some of the things I was asked to do, and that is part of the reason I left. Sometimes I felt I needed a shower after writing a particular email. I can't say I was explicitly asked to offer bribes, but it was certainly joked about in a way where you couldn't be sure if someone was being serious." For Jake, the worst part of his job was being expected to put pressure on people within gaming media that he had a good relationship with. He said it was one thing to ask for some extra coverage and attention, but another to ask a writer to skew his opinion in favor of a game. After refusing certain requests and finally putting his foot down, he ended up leaving the company to find work he was more comfortable with. Jake explained even more on the Forever Alone Podcast on an episode yet to be aired, where he stated that he would neither be surprised if all the allegations were true, or that some of them were malicious rumors. In any case, it seems Topware was making some shady requests, if Jake is to be believed. Of course, if you ask James Seaman, then Jake is not to be believed. Last night, Seaman emailed Destructoid to claim that Jake had been speaking with a Topware producer, where he said "that he wanted to take Topware down and that this was his chance. He also said that he was using his relationship with [Destructoid] to get this online and get back at us." Seaman claims that DiGennaro was fired "with cause" and is now attempting a revenge plot by helping us with our story.  On the Forever Alone Podcast (hosted by Ripten and HotBloodedGaming), DiGennaro did not confirm that money was withheld from Destructoid in the hopes of getting high review scores from us, but he did say that Seaman has consistently ignored an invoice for the rest of our ad payment. DiGennaro did not speculate on why Destructoid had not been paid the rest of the ad money. Seaman told us that anybody who was planning to make a bribe offer to Destructoid would be fired on the spot, and offered to pay whatever it is we are owed (that offer has been put through to our marketing department). As far as I can tell, Destructoid wasn't directly offered a bribe. I certainly wasn't, and didn't know about any potential plans for a bribe until this past Friday night. Whatever we may be owed, however, Seaman still protests that DiGennaro is a liar.  DiGennaro, however, is but one of the individuals we spoke to. So far, aside from James Seaman, I personally have not spoken to somebody who has a positive opinion of Topware. This leads us to one of two situations -- either Topware is guilty of the shady business it stands accused of, or it's innocent and there is an industry seemingly full of people with a reason to make up serious professional trespasses. It makes one wonder what Topware did to make so many enemies, if these accusations are false.  As it stands, this is one man's word against the word of several others. Whether or not Topware is engaging in questionable business tactics is something we'll likely never know for sure without a confession from the men in direct control of the company or unquestionable recorded proof of bribes being offered and threats being made. We know a former employee has stated that he wasn't comfortable with things asked of him, we know reviewers claim to have had unpleasant dealings with Topware, and we know Topware categorically denies any crime greater than complaining about low scores due to Metacritic pressure.  All one can really know for sure is that this is a lot of bullshit over Two Worlds II, of all games.

To say Topware has been suffering from bad PR lately is to put it lightly. A number of anonymous sources have accused the publisher of attempting to influence review scores by threatening to blacklist any outlet that gives Tw...


Two Worlds II dev diary talks changes

Jan 15
// Maurice Tan
In a new developer diary video, Creative Director Scott Cromie talks about the changes they made to make Two Worlds II a better game than the first one. From what I've heard, the sidequests have silly humor, the spell craft...

Two Worlds II's Sordahon does contract negotiations

Sep 22
// Conrad Zimmerman
I would expect that the process of hiring a celebrity to be in your videogame has the potential to be very frustrating indeed. Take Sordahon from Two Worlds II as an example. Here, the people at Southpeak are doing ever...

Two Worlds II will surprise you in a good way

Apr 12 // Funktastic
Two Worlds II (PlayStation 3, Xbox 360, PC)Developer: Reality PumpPublisher: TopWare InteractiveTo be released: 2010 I believe a little history lesson is in order first. When the original Two Worlds came out, it was met with poor reviews and was quoted as a bad Oblivion clone. Many gamers -- myself included -- avoided the game thanks to word of mouth and those who actually did play it found it to be plagued with glitches, bugs, and poor gameplay. The first game was actually originally going to be a PC exclusive and was rushed to the Xbox 360 at essentially the eleventh hour. Reality Pump, the developers of Two Worlds, had no prior experience developing for the console and the rushed nature of the port was the cause of pretty much all of the glitches, bugs, and general complaints to be had. TopWare Interactive was kind enough to show me a build of the new game rapidly approaching beta certification, and what I was shown should not be compared to the original. It looks pretty darn good. Let’s start with the visuals. A lot of people claimed that the first was visually unimpressive and that for a current generation title, the graphics were not up to snuff. Even in the early stage build I was shown, I can tell you that the game looks gorgeous. The level of detail and care taken when designing the environments and enemy characters is very evident and there are a lot of little things that gamers will really appreciate. The detail going into the lighting and shadow effects are something a lot of people may overlook, but for me it was one of the features I appreciated the most. Each and every single light source actually casts its own light and shadows. This was plainly evident thanks to the lamps in a tunnel the game’s main character was traveling through. Multiple -- sometimes overlapping -- shadows were shown while the main character was holding a torch that had little embers falling off said torch. Each and every little ember even casts its own light source and shadowing before extinguishing on the way to the ground. The fact that the torches also gave off heat distortion much like that of a hot summer day was also a very nice and appreciated detail. Next up would be the environments. I’ll say it again about the details; you will be hard pressed to find a more visually appealing game in terms of the world you will be exploring. Between the individual blades of grass, a rocky mountain path, or a dark dank cave, the environments are nothing short of breathtaking. The locales in the cityscapes each have their own personality and intricacies too. The detailed sculptures and buildings in the oriental inspired village are just as astounding as the medieval themed city’s gruff landscape. I can’t help but still think back about how blown away I was by how astoundingly good everything in the game’s world looked. Instead of the typical cheap, half-hearted 2D images representing landmarks in the distance, everything was rendered in 3D. It’s a game like this that makes me want to get lost in the massive world and just appreciate the time and effort that has gone into making everything look so nice. The enemy AI seems to be a bit better than most games. Drawing the attention of more than one enemy at a time will cause them to surround you. Maybe it’s because it isn’t a final build yet, but a gripe I had was how the game suffered a bit of “only one enemy will attack you at a time” syndrome, something that bothers me a lot in most games. The skeletons that were fought in the cave area were just as detailed as the environments; one even had a fire in its chest cavity that showed off the same lighting and shadow effects from before. The NPCs wandering around the towns are also a lot smarter this time around and react to your character, which I found to be a very nice touch. In the oriental inspired town, the main character bumped into some NPCs and they were a bit taken back, seemed scared and would run away from him. We then had the main character draw his sword, which drew gasps from the townsfolk who were just having a leisurely stroll. It brought concern from a couple of the town’s guards, which had their hands on their sheaths, ready to defend the town’s inhabitants. It’s seeing things like this that gives me the impression that the developers really do care about what gamers say. In terms of magic and spells, it seems like this game will have what seems to be a near infinite amount of permutations of varying spells. You pick up cards from enemies or treasure chests, which you then can combine together to customize spells to your own liking. The example I was shown was a simple projectile spell that had an ice card added to it to turn it into an icy missile. After that it had a ricochet card added to it to allow it to bounce a few times off walls and objects. Finally, a multiplier card was added so that whenever it was cast: four icy, ricocheting missiles were sent flying. Sticking with the combat, one of the biggest things that impressed me was the on the fly class change. Have you ever encountered a time where you’re hacking and slashing away at skeletons with your dual melee class, only to be surprised by a golem that can only be hurt with magic? Yeah, that’s what I thought. In Two Worlds II, you’ll be given the ability to designate three different sets of equipment at any time, and swap between them on the fly. You won’t have to go through tedious menus to change your equipment set, just the simple act of hitting the D-pad changed the main character's weaponry and armor from a sword and shield combo, to a more barbaric battle axe and short sword dual wield pairing, to a staff wielding magic user set. It’s a feature that I can’t believe isn’t a standard by now. This leads to how it saves room for your character’s inventory. Your character is given a certain amount of weight he can carry and if you do go over the given limit, he will slow down to a sluggish pace and be more susceptible to attacks. Here is where having the class changing comes into play: you also have the ability to break down weapons and armor into their basic or not so basic base materials. You can then those materials with your current equipment, making it stronger or giving it different attributes. From what I’ve been told, the main story should last about 25 hours with an additional 15-20 thrown in depending on how many sidequests you pursue. They’ve also brought back multiplayer features, and developed a completely unique 5-8 hour co-op campaign as well. The co-op campaign is somewhat of a precursor to the events of the main story of the second game, and you play as more of a support character. Online PvP is also back, but you have to earn all your equipment online and cannot transfer your character from the main story into that game mode. If you’ve made it this far, then you too must be pretty shocked at how good I’m making this game sound. Let me tell you, so far it deserves every bit of praise it can get. The guys over at TopWare Interactive also have a very good sense of humor, and they’re throwing in some cameos and Easter Eggs that reference issues from the first game. Those of you who actually played the first can have a good chuckle or two. Most of you know I’m usually just a collector of games, but from what I’ve seen of Two Worlds II, I’m really looking forward to it and will probably play this game instead of being happy with having it. That's how good it is looking and I suggest you guys keep an eye on this title as well.

As some of you may know, I won a little contest that sent me to PAX East. It was a very enjoyable weekend and besides the tons of fun I had with my fellow Dtoiders checking out upcoming releases, getting a bunch of swag, and ...

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