Two Worlds II Previews
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Two Worlds II barely resembles the original though: a brand new engine (the Grace engine), revised HUD and inventory, plus a mercifully improved AI has transformed a buggy, laggy and ugly game that drowned any potential beneath a sea of frustration, into something more sublime. Visual fidelity has improved for a start and it looks more like the game the original wanted to be (we're referring to Oblivion, of course), which goes a long way towards us taking Two Worlds II seriously. Melee combat with the default warrior class still feels floaty at this stage of development, though the cinematic cut to some of the flourishes you can pull off is quite impressive.
Then we move to GameFocus:
Multiplayer wasn't shown, but speaking to DiGennaro, I was told that TW2 will have eight player co-op as well as PvP. Characters that players use for multiplayer will be developed and kept separate from the single player portion of the game, with special challenges in the co-op mode in place for different levels and sizes of groups.
Followed by GamerNode:
In the same vein, skill points can go toward any class at any time. While players still have the option to be a single-track rogue/mage/warrior/ranger, the experience spent on upgrades for each area can be reassigned at certain locations called "Soul Patchers." For the hardcore RPG fan, this can be taken to a deeper level with unique customization of not only crafts (items, weapons, potions, etc.), but also magic spells. It all sounds great, but given the limited time with the demo, we could only scratch the surface of these systems.
Before making a final stop at GameTrailers for a two-part video walkthrough here and here.