Two Worlds II Preview
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Not every part of the original Two Worlds was critically slammed, and just as they've listened to the critiques, the team behind Two Worlds 2 wants to build upon what the fans loved. The card-based magic system returns, only this time it's deeper than before. Players get cards -- which can either be spells or cards that augment a spell -- and then use these to make a spell that suits their purposes. For instance a player might get a spell card that allows them to shoot an ice missile, which they could then augment with a ricochet card, making an ice missile that bounces off of the environment.
Spells can also sometimes be combined with other spells, so that when one spell finishes another is triggered. I saw this demonstrated in the game as the player cast a magic missile, only to have it summon minions to fight for the wizard after the missile dissipated. The visual effects weren't fully implemented in the build I saw so I can't speak as to whether the casting looks good, but the potential for customization was really impressive, and made the idea of playing a caster more intriguing to me than it usually is in other fantasy games.