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Two Worlds Preview. X360


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Two Worlds Preview

 

The folks over at Reality Pump Studios are pretty psyched about the way their game looks and moves (they even motion captured rabbits...we'll give you a moment to picture that in your head), so we spent the beginning part of the demo just looking at a few little features their engine allows. One of the cooler bits is the way they've made the environments interactive on a minute level. Once out in an open field, we watched an area effect fire spell burn out a patch of grass. With favorable conditions, we were told the grass would eventually grow back. In the meantime, it serves as a nice battle scar and reminder to the world that you were once there.

 

Another nice touch that is sure to please fans of this type of game is the seamless world. As our hero wandered around a field, the lush world streamed in nicely with only a few hitches seen here or there. Even better, walking into a building doesn't trigger load screens.

 

While the level-up process and stat system doesn't appear to be as deep as those you'll find in Elder Scrolls games, it does have its own unique flair. Skills aren't improved through repetition, but rather through gaining training or knowledge in the game. For example, we saw a low level character talk to a stable owner and learn that one of his friends could teach you a thing or two about riding mounts. We found him and after talking to him gained a skill level for horseback riding. In this way, players will have to seek out the right people and places to improve their character rather than simply rubber banding a controller and making your character swim into a wall for several hours while you go to lunch (admit it, you did it in Oblivion).

 

Next we saw the items screen which, like the magic, has a cool little system for stacking things on top of each other as if they were cards. Any similar items can be forged together. Swords can be dropped on top of one another to add their strengths together and improve their class level. Every item can be improved up to class five, so your mundane items from the beginning of the game won't be totally worthless as soon as you find a new replacement. Some dissimilar items can also be stacked, such as affixing magic effect gems to swords and the like.

 

Also on the items screen is the alchemy pot. Unlike many other games of this type, any alchemical ingredients can be mixed. If your alchemy skill is at a higher level, you'll get a stronger version of the same potion you would have made without the sweet skills.

 

Moving along through the menu screens, we took a look at the magic screen next. Here we saw the card system that Two Worlds uses in a similar fashion to card games such as Magic. As you travel around the world, you'll find various magic and booster cards, be they from shopkeepers, dead magicians, or from completing quests. These cards can all be stacked and boosted as you work towards creating three solid spells to move onto the hot keys. Of the five schools of magic, the coolest is easily necromancy. This school has to be unlocked by completing a quest, but it doesn't just unlock the skill for you. Once you have access, everybody does. That means prior to completing the mission, you won't find skeletons or other undead baddies to fight. You certainly will afterwards.

 

Unfortunately, character creation isn't as in-depth as it is in many other RPGs. For the single player game, you're limited to just the human race so that the overall story makes sense. You can choose between male or female characters and select from several options for face, hair, class, amongst others, along with a few sliders to warp the shape of the face, torso, arms, legs, and arms. The character class is more of a launching pad and should become less important the farther you dive into the game.

 

When you decide to go online, you won't be taking the character that you've been questing with offline with you. Instead, you'll have to create a whole new character, this time from the full list of races in the game, to take into the multiplayer world. This online game will be playable with up to 8 people in a party in a cross platform Live Anywhere experience. Microsoft won't be ready to let Two Worlds deliver the cross platform gaming at launch, but it should be good to go later this year.

 

The final feature we looked at was the reputation screen. Here you can see your standing with various guilds and groups found throughout the game, which may be more important than you think. Obviously, having good standing with a group of people will give you access to more important and higher reward quests, but it doesn't stop there. If you don't have a good enough standing, you certainly won't get an audience with a king or leader. Waltzing into a castle to talk with one of them will get you attacked in short order. Some entire towns may end up becoming off access to you if your reputation precedes you and those manning the gates don't like the cut of your gib.

 

Two Worlds promises roughly 40 hours of gameplay from the main mission with that number going up to over 100 hours if you do everything there is to do in the single player game. That doesn't include the multiplayer game which has its own unique set of quests.
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You might remember some weeks ago that we reported a PS3 version of Two Worlds: The Temptation is currently in the works. We managed to get in contact with South Peak Interactive and we now have more information to confirm this story.

 

South Peak Interactive said “we are currently thinking about the PS3-version, but there are no negotiations with SCE up to now. We have the dev kits available and currently checking what the hardware is able to do.”

 

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