While players will travel across much of the landscape on foot, they are soon given the option to ride on horseback and even later, a chance to man the helm of a boat to sail across the seas between islands. Despite being non-linear, many areas of the land are populated by strong foes with higher levels than that of the player initially and as a result, players may want to explore them once their character has improved. Much of the in-game world can be fully explored from the beginning, regardless of how much the player has progressed through the main story arc. As is common in role-playing games, the player's character will level up by gaining experience points through completion of quests and defeating enemies. Two Worlds II is a real-time role-playing game that takes place in an open fantasy world where players take the role of a single character with whom they can explore and undertake quests.įrom the beginning players can customize the appearance of the protagonist such as shape of face and body, and skin colour. It was released on 9 November 2010 in Europe for Microsoft Windows, Mac OS X, Xbox 360 and PlayStation 3, and on 25 January 2011 in North America for the same platforms. Either way, this is embarrassing for somebody – if you’re going to lie, folks, make sure you get your story straight with everybody involved first.Two Worlds II is an action role-playing game developed by Polish developer Reality Pump and published by TopWare Interactive as a sequel to 2007's Two Worlds. So, in other words, either SouthPeak was lying, or there is a severe communications breakdown somewhere along the line here. The European launch of the game (planned for late October) and the North American launch (now planned for next year) would be virtually identical with the exception of any patches added to the game after its European release, he said. “Our publishing partner SouthPeak, to their credit, has acknowledged this fact and made an adjustment, postponing their launch of Two Worlds II into early 2011.” However, everything on the development side, said Seaman, had been finished – production, bug testing, localization and the like. “Truth be told, fans only have so much time to spend playing these content-rich games, and there were concerns our title could potentially be lost in the fanfare,” said the studio’s managing director James Seaman. Oh, that’s not to say that they don’t agree with the delay – they just don’t think that SouthPeak’s stated reason was the right one.ĭevelopment on Two Worlds II was absolutely finished, a representative of TopWare Interactive told GameSpot, and the decision to delay the game came from concerns that it would be overshadowed in a crowded holiday season. The people actually working on the title, on the other hand, don’t agree. The publisher claimed that it wanted the game to be “absolutely flawless” upon launch (as opposed to the absolutely flawed Two Worlds), indicating that SouthPeak felt there was still work to be done on the title. The publisher of Two Worlds II says that it chose to delay the game into next year for additional development, but the developer says that the game is already done.Įarlier this month, SouthPeak Games abruptly delayed the release of Two Worlds II.
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