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One of the previews and the interview can be found at IGN's Two Worlds Vault:
TWVault: There are some other points that players felt were simply missteps in design and not actual bugs per se. Some stuff just felt outright weird. Like, for example, there were almost no respawns anywhere in the world, so it felt empty afterward.
Jake: When we sat down and talked about it it appeared that there isn't one answer here. Some people want to clean out the world, some prefer to have something to come back to. In Two Worlds II we thus allowed some spawning. For instance, in the Savannah, one of the large, sweeping regions in the game, you'll have regular fauna like cheetahs, baboons or ostriches, and those beasts that occur there naturally will definitely respawn. However, if you go out and slaughter everyone in the Dark Lord's castle (for example), you wouldn't want them to come back afterwards. We're trying to mix it up a bit, create context-related respawning. Make life reappear only where it actually makes sense
Another preview is up at I4U:
Two Worlds is a classless game, which means you'll never get stuck leveled up as a character you can't stand. I was not a fan of archery (aiming is not very intuitive), mainly due to the fact that shooting people in this game looks pretty boring. Melee was much more fun; there are tons of cool moves with some beautiful combat graphics. If you want to fight dirty, you can even throw dust in your opponent's eyes.
And then the third bit of coverage is at PCGamingCorner:
By far one of the most interesting gameplay elements was the dialogue sequences. Unlike in traditional RPGs where the player is stuck with fixed, non-controllable camera angles, players can walk around the conversation host and change all the camera angles while talking to them. While in dialogue, the camera focus moves to the players and the background is blurred out. As an avid RPG player, I thought this was very innovative.