Two Worlds II Previews

A couple of new previews for Reality Pump's Two Worlds II are ready for your scrutiny, starting with another hands-on look at IGN:
There aren't any classes in Two Worlds II. How your character develops depends only on how you allocate skill and parameter points. Since everything is so freewheeling, the game allows you to map different equipment loadouts to hot keys (or the d-pad on consoles). Hit a button and you can instantly swap from your mage setup to your berserker. It looks a bit odd, but it cuts down on the time spent in menu systems considerably. You'll be doing enough of that as it is going through the in-depth spell and item creation systems.

Two Worlds II is all high fantasy, but Reality Pump is pushing the limits of the genre to have some fun. Stacking spell cards can allow you to do crazy things like creating whirlwinds that circle the player and rain down boxes. One side quest involves obtaining the Oculus, a giant floating eye with magical powers. After getting it, you can go on other mini-quests to hunt down animals, rip their eyes out, and imbue the Oculus with their powers to create flying eyeballs that do everything from scope out the upcoming landscape to shooting out exploding fireballs.

And then we have some E3 impressions at GamingExcellence:
Everything that was great about the first game sounds like it's been improved considerably. While the weapon and armor customization in the first game allowed you to power up your equipment customization will be much deeper in the sequel. In addition powering up spells and crafting potions will be made much more in-depth and useful. You can even go so far as to combine spells for a wide variety of effects.

Combat has been touched up but it still works in a fundamentally similar way. It's still somewhat loose, enabling you to run around like a madman while hacking away at enemies. However many new combat options have been added such as defensive skills, parrying, more offensive skills and blocking enemy attacks much more reliably. The aim of all of this is to make the combat much more interesting while also reducing the amount of pausing and menu fiddling that you have to do.