Two Worlds sound bites: Unparalleled. Unprecedented.

Great, now I have to make double the travel plans! - Image 1

Unparalleled. Unprecedented. Two words for Two Worlds, appearing on two platforms, as IGN’s RPG Vault exchanges words with Topware Interactive managing director James Seaman. Unprecedented freedom in story progression. Unparalleled character customization. Sound bites for a PR, but the point of the interview is for the game’s premise to prove those claims.

Seaman delved into the unparalleled and the unprecedented. Character customization alone features the ability to change job classes or “careers” with minimal penalty: rather than having to back to square one as in most other games of the genre, Two Worlds allows the player to carry over some of their existing skill points from the old job into the new one. The game world lends itself to this freedom, from dynamic fighting styles and “stackable” magic system, to a living world where every decision one player makes will have an impact.

Maybe part of that “unparalleled” and “unprecedented” stems from the homework done by Reality Pump. Seaman cites “lessons from other RPGs,” “what the fans want,” and an extensive outreach to the community as factors in both the development of and publicity for Two Worlds. So maybe it’s unprecedented because, well, Reality Pump didn’t want to become an Oblivion also-ran. Explains all that extra land.

Great, now I have to make double the travel plans! - Image 1

Unparalleled. Unprecedented. Two words for Two Worlds, appearing on two platforms, as IGN’s RPG Vault exchanges words with Topware Interactive managing director James Seaman. Unprecedented freedom in story progression. Unparalleled character customization. Sound bites for a PR, but the point of the interview is for the game’s premise to prove those claims.

Seaman delved into the unparalleled and the unprecedented. Character customization alone features the ability to change job classes or “careers” with minimal penalty: rather than having to back to square one as in most other games of the genre, Two Worlds allows the player to carry over some of their existing skill points from the old job into the new one. The game world lends itself to this freedom, from dynamic fighting styles and “stackable” magic system, to a living world where every decision one player makes will have an impact.

Maybe part of that “unparalleled” and “unprecedented” stems from the homework done by Reality Pump. Seaman cites “lessons from other RPGs,” “what the fans want,” and an extensive outreach to the community as factors in both the development of and publicity for Two Worlds. So maybe it’s unprecedented because, well, Reality Pump didn’t want to become an Oblivion also-ran. Explains all that extra land.

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