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Previews: Two Worlds What's the combination for fun? 01/24/2007 Imagine a world where two warring factions are fighting over a key that unlocks the power to rule all, and you are that key. As different factions vie for your allegiance, you can choose whom to aid or destroy, all the while searching for your kidnapped sister. Thusly, the story begins, and where the story ends is up to you and you alone. As you roam the countryside, you can aide villagers or dispatch bandits -- bolster a city's defense against an Orc incursion if you please, or swing the gates wide-open if you're feeling murderous. You can explore the world as you wish, and tailor your skills and magic to your liking. Sure, you'd like to find your sister, but that farmer over there wants you to kill some pesky bandits for him. That freeform gameplay sounding a bit familiar? Comparisons to Elder Scrolls IV: Oblivion can be easily made, but given that Reality Pump, who brought us Earth 2160, has had almost a year to analyze Oblivion's feedback, we're interested to see just how far they can push and polish the freeform role-playing genre with Two Worlds. All the obligatory features are available. The world is expansive, with warp portals available for ease of travel. There are a wide variety of tasks available to you -- some mundane, some extraordinary. You find items, equipment, and learn skills that progress your character's growth. That's all pretty standard fare for any RPG worth mentioning. The combination system is where Two Worlds starts to get really interesting. Believe it or not, Reality Pump has done a lot of motion capturing for Two Worlds -- the fighting, your swimming, your horse (just imagine the ball-covered horse suit), and even the little rabbits that frolic in the fields. Click the image above to check out all Two Worlds screens. Early on, you'll want to be wearing any piece of armor you can get your hands on, but as you progress, you'll end up with an excess of shields and weapons clogging your inventory. Instead of throwing these away, Two Worlds allows you to combine like-objects to create new and possibly better equipment. Combining two axes with 23 attack power will result in an axe with even higher attack power. You can also combine attribute gems to the weapons for more versatility. Now, instead of finding a new weapon or some new armor and just throwing away the old pieces, you can in a sense "level up" the equipment of your choice. The fun of combining doesn't just end with armor either. You can combine herbs you find lying around the forest through alchemy and cook up some helpful potions. Once you discover a formula (the same combination will always create the same potion outcome), you can name and save the recipe. Connect online and you can register your formula. From then on, whenever someone replicates your formula online, the potion will carry your naming. You can even combine magic cards -- each card lets you cast a different type of spell -- into custom spells. None of this would stay very fun, though, if you could just prance across the world and visit every town at the drop of a hat. While the world is open and expansive, there are certain restrictions in terms of character level -- you can go into that desert, but those wolf-creatures might just eat your face in two seconds flat. You'll also need enough reputation with a faction in order to enter many cities. If you aren't in high standing with a city, don't expect the guards to let you waltz in and greet their king. And that's just the single-player story. The Xbox 360 and PC versions will be seeing a simultaneous release in May, with online functionality for both. Two Worlds will support up to eight players in multiplayer, with unique quests you can undergo with or without help from your friends. You basically co-exist in the world map, but aren't necessarily tied to each other's location. With mod tools to be made available, we reckon the online fun has great potential. Other WDS GUIDES: GRAND
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