Two Worlds II Preview
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But the most interesting feature would have to be the customization options. Now, you won't have to constantly peddle old bits of armor to some vendor for piddly change, and instead can break those pieces down into component elements. From there, you'll be able to use these components to build new items or upgrade ones you've already got, and you might need several sets of armor with different properties in order to deal with the full range of enemies to fight, too.
Then there are spells. There was a rarely-used feature in Oblivion that let you custom-create your own spells with any of the magical properties you already wielded in other magic, and the system here in Two Worlds II expands that and adds some interesting stuff. Now, you'll pick up dropped items to unlock these properties, and can stack them together when building a spell and customize the strength (and, of course, increase the cost of casting at the same time). But the added use of a full physics system and the ability to do more things at a distance means you can summon a bunch of heavy junk and make a whirlwind out of it surrounding you, toss out a fireball that summons skeletons wherever it explodes, or pull out any combination of the pretty standard stuff you expect out of a fantasy RPG spell system.