In a way, the Two Worlds franchise is similar to a star child actor. Child actors are often very popular when they first start out, but whenever they try to change their appearance the audience isn’t always so accepting. Such is the case with Two Worlds 2. The first game was universally known for being so mediocre it was comical. Voice acting was absurd, dialogue was worse and the Xbox 360 version had several interface issues. All this combined, makes it very difficult for me to convince anyone that despite the first game’s flaws, the sequel may just turn out to be a very interesting game. In order for Two Worlds 2 to succeed, you’ll have to forgive the past and be open to the idea that everyone improves the second time around.
In fact, developer TopWare Interactive is very aware of the less-than-desirable reputation they’ve inherited. The preview at PAX for Two Worlds 2 started with an explanation for why the first game didn’t fulfill the goals it had set for itself. As it turns out, the original title was planned to be a PC exclusive and it wasn’t until late in development that the publisher decided to also make the game for the Xbox 360. That, coupled with the fact that developer Reality Pump had barley worked with an Xbox 360 before, created a lackluster first installment to the franchise.
Things are different this time around. Two Worlds 2 has been designed as a multiplatform game from the start. There’s a different engine team for each version of the game, so any technical glitches from the first game will not likely reappear in the sequel. The game has also been developed with the Xbox 360’s limitations in mind, so the performance will be consistent and stable throughout your playthrough (the demo certainly was). I think that’s enough apologizing though, let’s move on to the actual game.

Two Worlds 2 takes place in a fictional fantasy world made up of four islands. The expected components of said fantasy world are also present: elves, orcs, wizards, magic, dungeons, castles, etc. Continuing from the previous Two Worlds’ narrative, your character is jailed due to actions that occurred in the original game.. You don’t spend much time there though, due to the efforts of a band of Orcs that break you out shortly after your arrival.
The representatives demoing the game made sure to leave out specific details on what the story is about, but mentioned brief bits of information hinting at a world-wide war instigating the chaos found in the world. From then onwards, the demo focused more so on showing off the mechanics and pieces of the world instead of playing through the first few hours.
The first gameplay mechanic demonstrated was magic. Most games today deal with magic in a very rudimentary and mundane way. You acquire a spell that takes a certain amount of mana to use and does the same effect every single time. TopWare decided to give magic a more creativity-based design. Instead of generic spells such as “fire”, the player gets to make their own enchantments. Each asset of a spell is defined by a card. One spell has a main card, and six subsidiaries, with each supplement affecting the main card in a different way.

The example they showed was a “projectile” with “ice” and “extra damage” supplements. They cast the spell on a rock and the expected outcome occurred (i.e. Nothing happened). Afterwards, they took the same spell and added on “multiple” and “ricochet” supplements. Now the spell shot off in three different directions and ricocheted at least once off of whichever object it hit first. These supplements can also be stacked; meaning if you happen to find ten ricochet cards, your spell will ricochet ten times before dying out. The spells can also become more advanced; one spell they concocted spawned multiple companion fighters once their projectile hit its target. At the same time, the developers ensured that the magic system will not be overpowered. Cards such as ricochet or damage can stack, but some of them have a limit to how many times you can increase their effect. For example ricochet caps at ten, while damage can go on well past twenty. Regardless of restrictions, this type of spell system seemed open to a lot of mix-and-match opportunities unique to each player.
From there I got a brief explanation of how weapon modification and upgrading would work. Most RPG players follow a predictable path of weapon management: collect a whole bunch, go to the store, pick the most damaging one to keep and sell the rest. Two Worlds 2 wants to stop that repetitive play style. Their way of combating the monotony is by making every weapon/armor in the game degradable. So if you have a sword you don’t plan to use, you can break it down into core elements. For example that sword you don’t need will become two pieces of iron. Those pieces can then be used to upgrade and improve a sword you already have. This means players can stick with the weapon and armor set they find the most aesthetically pleasing and continuously upgrade it for the entire game, no matter where they go.
Speaking of which, there’s a lot of locations to visit in Two Worlds 2. No geographical map was shown, but it was explained to me that the entire world was spread over 60sq kilometers and four islands. Some islands are large enough to be labeled continents, while others are smaller archipelagos. It has always been difficult for me to understand how real-world measurements translate into video-game world, but it seems clear that Two Worlds 2 will have plenty of worlds to explore.

It’s not just that the world is huge, each location is very different and distinguishable from the other. Over the hour demo, I came across an Asian-culture inspired castle, thick swamplands, beautiful beachside and a desert themed castle with beggars and authoritative guards. Each location looked radically different from the last; it was hard to believe it was from the same game. Needless to say, each area of the map will feel very unique when compared to the other three.
The final part of the presentation was about multiplayer and cooperative elements. Two Worlds 2 will support full two player co-op through a separate cooperative campaign. However, the characters in co-op are story relevant, and are different from the main character in the single player. For this reason, you won’t be able to transfer your single player save data to multiplayer. There’s also a different world to discover in Co-op. So instead of having a tacked on “single player +1″ (or more) adventure, players will get to experience an entirely different campaign and environment in the cooperative mode.
The more interesting multiplayer game type was the one least explained. Entitled “village mode”, each player is assigned his or her own village. As you (and your friends) continue to take quests in this village the economy will grow. The player who owns that particular village will get to decide what type of work it will specialize in.

The example given was one town maxing out its weaponry skills, allowing the best weapons to be bought and sold, and another, focusing on an armory and housing the best armor possible. Any stats gained or gear obtained in this mode would transfer over to the cooperative element. It seemed very complex, but very intriguing at the same time. They said that the village mode would be explained further E3 later this year, so be sure to stay tuned for more information on that when it hits.
Overall, I left the Two Worlds 2 demo feeling very impressed. I wasn’t a particular fan of the first game and couldn’t even make it to the end of the demo before deciding it wasn’t worth my time. When taking into account the unfortunate development history of the first game and how promising everything in the demo looked, it seems possible that Two Worlds 2 may very well be the biggest surprise release of this year. After all, many child actors are only remembered for their early career, but some eventually break through the mold and star in big blockbuster hits throughout their adult life (Shia LaBeouf). Maybe that will be the case for Two Worlds 2? Be sure to follow our coverage of this game up until release, which is expected to be later this year.