Two Worlds: 33% more land than Oblivion

Mean looking - Image 1Fantasy RPG Two Worlds, developed by Reality Pump Studios and co-published by TopWare and Southpeak Interactive is set to be released this spring for both the PC and the Xbox 360.

Of course, given that other big name RPGs are out in the open at the moment –  say for example, Oblivion – we gamers are going to need ample reason to set aside a few of our resources to check this particular offering out.

An interview with the game’s producer, James Seaman of Topware, reveals several of the game’s selling points and gives us (at the least) reason to consider checking this game out. When asked what environments or settings Two Worlds will offer players, James Seaman had this to say:

The landscape in Two Worlds is vast, and thereÂ’s basically every kind of environment you can think of. WeÂ’ve got forests, plains, deserts, mountains, swamps, bamboo forests, arctic conditions, a vast underworldÂ…exploring the entire world is a feat unto itself! For those that played and explored Oblivion, there is 33% more land to roam here.

Aside from the fact that the game world is significantly larger in Two Worlds, Seaman is also proud that they managed to (or so they claim) remove the feeling of monotony when you reach a certain power level within the game. Seaman explains:

We were tired of the fact that when you get more powerful, searching felled enemies and treasure troves becomes more of a practice in monotony because you already have so much good stuff. What weÂ’ve done is incorporated a system that allows you to stack similar items and continually add new enchantments. So even though you might just find an axe, maybe youÂ’ll be able to smith it together with another axe you already have to create something even more powerful.

ItÂ’s the same philosophy with our alchemy and magic systems. ThereÂ’s never a useless ingredient or spell, you just have to figure out how to put them to the best use with what you already have.

Other details revealed in the interview include the fact that the Seaman thinks that it isn’t right for them to “unfairly try to encapsulate it with a demo” (no demo folks, we repeat, no demo), that the developers have a target date of May for the game’s release, and that they’re extremely proud of the graphical features of the game. But then again, who isn’t proud of the graphics in their game?

To read the full interview, feel free to use our “Read” link below.

Mean looking - Image 1Fantasy RPG Two Worlds, developed by Reality Pump Studios and co-published by TopWare and Southpeak Interactive is set to be released this spring for both the PC and the Xbox 360.

Of course, given that other big name RPGs are out in the open at the moment –  say for example, Oblivion – we gamers are going to need ample reason to set aside a few of our resources to check this particular offering out.

An interview with the game’s producer, James Seaman of Topware, reveals several of the game’s selling points and gives us (at the least) reason to consider checking this game out. When asked what environments or settings Two Worlds will offer players, James Seaman had this to say:

The landscape in Two Worlds is vast, and thereÂ’s basically every kind of environment you can think of. WeÂ’ve got forests, plains, deserts, mountains, swamps, bamboo forests, arctic conditions, a vast underworldÂ…exploring the entire world is a feat unto itself! For those that played and explored Oblivion, there is 33% more land to roam here.

Aside from the fact that the game world is significantly larger in Two Worlds, Seaman is also proud that they managed to (or so they claim) remove the feeling of monotony when you reach a certain power level within the game. Seaman explains:

We were tired of the fact that when you get more powerful, searching felled enemies and treasure troves becomes more of a practice in monotony because you already have so much good stuff. What weÂ’ve done is incorporated a system that allows you to stack similar items and continually add new enchantments. So even though you might just find an axe, maybe youÂ’ll be able to smith it together with another axe you already have to create something even more powerful.

ItÂ’s the same philosophy with our alchemy and magic systems. ThereÂ’s never a useless ingredient or spell, you just have to figure out how to put them to the best use with what you already have.

Other details revealed in the interview include the fact that the Seaman thinks that it isn’t right for them to “unfairly try to encapsulate it with a demo” (no demo folks, we repeat, no demo), that the developers have a target date of May for the game’s release, and that they’re extremely proud of the graphical features of the game. But then again, who isn’t proud of the graphics in their game?

To read the full interview, feel free to use our “Read” link below.

Add a Comment

Your email address will not be published. Required fields are marked *