游戏狂人
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- 注册时间
- 2009-10-29
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When last 29 March 2010, the administrator of INSIDE Two Worlds, UnKnOwN, contacted me to offer a sort of “Holy Alliance” between their site and RPG Italia, I told myself several times “what luck!”
Thanks to this fruitful collaboration we managed during the past few months to obtain firsthand news, interviews to the developers, and now best of all: the possibility to participate in the closed beta of Two Worlds II. I admit that at first I was skeptical about this game. The first Two Worlds, when launched back in 2007, was a half disaster because it was incomplete, not abreast with the high standards imposed by Oblivion some months before, and with a weak plot. After playing the first work of Reality Pump patched at version 1.7, I understood that the series had some potential, thatit was a rough gem which if polished could produce a high quality title. Images and translated reports from a number of sites in the field for the past months and now the beta, definitively convinced me: Two Worlds 2 is by all means a redeemer for the Polish software house and can seriously aspire to become one of the most interesting RPGs of this season.
1.0 Graphics
Definitely superior to the first episode and in line with the standards of 2010, Two Worlds 2 is powered by the GRACE Engine, born from the ashes of its predecessor. At first designed to be an add-on, the developer team finally decided to focus on a new project. The landscapes are really gorgeous. Despite resorting to few resources, the visual quality offered is almost unrivaled, especially when it comes to rendering distance. Well defined textures do the rest, making the landscapes of Antaloor look alive and credible.
Some negative aspects regard the NPCs however, a little less refined than the ambiences, but, as also mentioned by other beta players, they have been most improved in the last few days. Anyway the models of the characters are a lot better than in the first Two Worlds and it is rare to find a character which is the same as another. The costumes and clothing of the various islands are so distinctive that they make each one of them unique.
Here there are some views of Antaloor: the savannah in the suburbs of Hatmandor and the jungle and city of New Ashos. The framerate is always very high: playing on a dual core at 2.8 Ghz, ATI Radeon HD 4850 with 512 Mb and 2 GB RAM it’s always between 40 and 50 fps in open spaces, and in closed ones can arrive at 70 fps, with all details maxed out at 1368×768 resolution.
2.0 Interface, menu and inventory
Two Worlds 2 menus have been designed with console users in mind. Easily accessible with a joypad, they have big icons for players who like to play on large TV screens. Dialogs and text are also the same.
The inventory divides items in two macro categories: offensive/defensive equipment and objects. In the first category we find all the instruments retrieved during our adventures that will help us in combat (weapons, armours, gems, resources) and in the second, the various texts from which we can apprehend abilities, books, the useful Oculus (magical items that allow to explore the environment without moving and eventually place traps) and potions. There is also a third category in which are placed the ingredients that permit to create various potions.
The game stands out the extreme customization of every item and magic. Weapons, clothes and armours can be disassembled in order to use the parts as resources to power up other instruments and better them. The level of ability in a specialized category (swords, bows, shields, gems) allows to reach higher efficiency levels.
Alchemy also works in the same way. Combining ingredients we can obtain potions with an infinite variety of effects. It has to be said that maybe some of them allow to obtain a bit too exaggerated bonuses, that can alter the balance of the game. That can anyway be revised in these last days of beta testing. For example by combining two mummies’ brains we obtain a potion that allows the player to resurrect once. Despite the fact that mummies are fairly rare, it can radically change the ending of some fights. It’s by the way better than the first Two Worlds, where the player could always resurrect and there were no “Game Over”.
Game map deserves a specific mention: it’s huge. The adventure takes place on four main islands and a few secondary ones that can be reached by a boat controlled by the player. Every island has its own climate and fauna, which guarantee a notable variety of monsters.
On the map are marked the points of interest: places, teleports and quest markers.
Two Worlds 2 has, among perks, the loading speed of environments and saved games. After starting the game we can play in about 25 seconds, and the game world is totally streamed, so we will have only 3-4 seconds loadings for entering houses or dungeons.
The diary encloses all the information regarding missions and objectives, found on the billboards of the various Guilds.
3.0 Abilities
The abilities system is well developed. Divided into macro categories, one for each type: weapons, magic, physical abilities, metallurgic/alchemic and stealth, it easily allows to develop the character without the constriction of the class system. Everyone is free to create his alter-ego specialized in only one macro category, or create an all-around character that can adapt to every situation.
Every ability has ten levels, each obtainable with the specific points. We earn 3 ability points for each level up, but others can be earned by fulfilling specific quests during our journey. Parameters affect abilities, like characteristics in Dungeons & Dragons. There are four of them and an elevatedlevel gives some bonus to abilities which are affected by the very parameter. We earn 4 parameter points for each level up.
4.0 Combat System
Despite being an action-RPG and having a combat system that follows this kind of game’s style, Two Worlds 2 still manages to plug inside its gameplay some tactics and even more awesomeness. By learning the appropriate abilities we will unlock new special moves, that recharge with time, without which a simple melee attack is a suicide.
During the first ten levels they are only important, after they become fundamental for surviving to the numerous groups of enemies and bosses of determined zones. Other than that, it is worth mentioning the block and counterattack system. By assuming the defensive position by clicking with the right mouse button, the character prepares to receive the enemy’s attack. By clicking with the left mouse button at the right time, we can start a chain combo of strikes (one for each click) that will break the opponent’s guard. Also, it is possible to throw off an opponent, and by clicking at the right moment, our character will perform a spectacular move that will end the enemy’s sufferings instantly.In order to make the experience more movie-like, Reality Pump added some slow-motion actions or a camera movement that emphasize critical hits and special moves.
5.0 Magic
Two Worlds 2’s magic system, called DEMON, is worthy of being listed in the Guinness World Record for the extremely high number of combinations offered in the spells creation. A bit harsh at first to handle, once understood how it works, it offers unmatched freedom of customization to the player through the use of special cards in creating his own spell.
It makes the career of the mage, usually penalized in action RPGs, very attractive.
6.0 Dialogues, cut scenes and plot
Two Worlds 2 has very interesting dialogues, capable of catching the player’s attention. The main character has his own rough personality and his sarcasm reminds us of both The Nameless Hero of the Gothic Saga and Gerald of Rivia of The Witcher series. During our conversation with NPCs we can choose from several options and the discussion goes on as in any other action-RPGs. The story reaches levels of complexity and deepness that the first Two Worlds would only have dreamed of. The main quest starts immediately in order to develop into a lot of side quests, introducing various characters with their own personalities. The quests quality is notably high, and there is a good variety of missions. The story starts with a particularly beautiful computer graphic video. Gandohar, the mysterious enemy of the first episode, has won. Self-proclaiming himself Emperor of Antaloor, he carried on the genocide of the orchish race, until they’re almost extinguished. A group of survivors manage to free the hero, who was kept prisoner by Gandohar in the castle of Vahkmaar together with his sister Kira, who has mysterious magic control over the god Aziraal. After an incredible escape, the Hero meets the Prophetess, a mysterious woman who has gathered around herself what’s left of the race of the Ogres. Your mission? Visit the places that show the signs of Gandohar’s past in order to understand the secret of his power and have a chance to win this fight for freedom. Making the story even more exciting, there are the great cutscenes. Never invasive, but always essential, they show themselves at the end of quests linked to the main plot and help the player to better understand what he is doing, involving him in the story and not leaving him to his own devices, as it happens in some RPGs, where the excessive freedom of action can be a flaw. The many minigames (most enjoyable are the ones linked to stealing and playing musical instruments) are very funny. Seeing how the NPCs react if we stop in their path, by pushing us, or the collisions (the in-game physics is remarkable) with their bodies, is incredible at a first glance.
7.0 Multiplayer
Two Worlds 2 wouldn’t be as it is if it were not for its “second world”. Other than a single player that lasts notably long, there is also a multiplayer part. There are several modes to play: deathmatch, co-op, village mode and others, that resemble an online approach, usually the prerogative of shooters game. The co-op quests guarantee an additional dose of adventures that will last 8 hours for a maximum of 8 players (the beta players played it all weekend, the first time it was available).
Conclusions
Two Worlds 2 is the real surprise of this fall. With a flop on their shoulders like the first Two Worlds (though it is really better with the last patch), Reality Pump worked hard and created a fantasy world alive and capable of involving the player. Detailed graphics, numerous quests with different endings, totally customizable items and magic are only some of the aces up the sleeve of this game. Whoever loved (or tried to love) the first Two Worlds should buy it without second thoughts. Whoever is still waiting for The Elder Scrolls V will find a valid substitute for Oblivion, with more role playing under all aspects. Those who, like me, have been following the Gothic saga for a while, will be surprised to find some of its clichés presented here in a coherent manner. In short, this is a must for every fan of the action RPGs genre.
Vote: 9.1 |
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