Two Worlds II Preview
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The stacking system of the first game, which allowed you to bind a hundred daggers together to make a really kick-ass dagger, has been replaced by a system of disassembly into raw materials that can upgrade your favourite weapon. It still doesn't make physical sense, but in terms of gameplay, it means everything you find could have a use.
Meanwhile, a lot of the fundamentals of the world are the same spellcasting and potions are still a matter of combining items you find in the world. Spellcasting involves placing cards into an amulet, and Cromie describes the deep flexibility of the system. Add the projectile properties of a missile card to the elemental fire card, and you've got yourself an everyday fireball. Add heat-seeking, and it'll become a homing fireball. Add multi-blast, and the effect will multiply. Then it gets weird: add necromancy, and you'll conjure a zombie who spits out loads of heat-seeking fireballs. The only limits are your ability to cast complex spells and your mana reserves. Can it work as well as they say? Well, if you can't imagine how something might work in a game, there's always a possibility that it won't.