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 just having a blast causing mayhem, I had an obligation to preview Two Worlds II for Destructoid.
Two Worlds II (PlayStation 3, Xbox 360, PC)
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.
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.
All day long we've been bringing you hard-hitting news from Microsoft's Xbox One reveal event. Now that you've seen the new console and some of its games and features, it's time to weigh in with your thoughts on the whole ord...more
Jordan and I are pushing further in our play of the tragically existent Fallout: Brotherhood of Steel. The mayor of Carbon, Texas is sending us down to the bottom of a crater where he swears the people we're looking for...more
Last week, it came to light that Nintendo has started making content claims for popular videos on YouTube which feature their products, including "Let's Play" and other forms of walkthrough content, taking the ad revenue whi...more