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W123
Posts: 2497
Location: USA
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Posted: Wed, 13th Oct 2010 02:03 Post subject: |
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ixigia
[Moderator] Consigliere
Posts: 65078
Location: Italy
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Posted: Wed, 13th Oct 2010 03:27 Post subject: |
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inz wrote: | http://www.youtube.com/watch?v=HApSxWrfxOU
Hopefully horses will be as good as they were in the first one.
Jerry, nooo! |

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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Wed, 13th Oct 2010 04:43 Post subject: |
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crossmr
Posts: 2966
Location: United Kingdom
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Posted: Wed, 13th Oct 2010 05:30 Post subject: |
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God I hate flickr. Every fucking photo is a non-stop deluge of group spam.
intel ultra 7 265k, 64gb ram, 3070
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VonMises
Posts: 293
Location: Österreich
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JBeckman
VIP Member
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Location: Sweden
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Posted: Wed, 13th Oct 2010 13:20 Post subject: |
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Posted: Wed, 13th Oct 2010 22:16 Post subject: |
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Well the performance in TW1 was pretty damned poor on initial release... so much so they practically overhauled the entire ENGINE with updates. Let's hope they've learned for TWII.
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Posted: Wed, 13th Oct 2010 22:20 Post subject: |
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Am excited about TW2 but i admit i was left a lttle sad about TW1. Yes the inital release was horrible but i dont think the things i hated ever got "fixed" after all he patches. Like the animations for tha game were terrible. the blood that was used was stupid looking. and of course the Voice acting was just plan laugh0able (not in a good way). despite all this. i am Very hopeful the sequeal. Crossed fingers that its the RPG we wanted TW1 to be..
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Posted: Wed, 13th Oct 2010 23:22 Post subject: |
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here it is bitches
Spoiler: | Hot on the heels of the first review of Two Worlds II comes the first hands-on post-beta Q&A from Polish gaming portal GameCorner.pl by Slawek Serafin. He had the chance to play the release PC version of the game already so decided to take a closer look at some of the features. And we took the liberty of translating a few of the interesting tidbits and there's a veritable goldmine of those in the comments section beneath the original Q&A article. Check our highlights below!
* Character movements look smooth. It's not Assassin's Creed level of animation, but it's still head and shoulders above e.g. Alpha Protocol. Trot looks kinda odd but still natural. Sprint doesn't look artificial. Sneaking and walking without running have correct animations. The combat also looks nice: the swings have the "momentum" feel to them, it's definitely not just swinging any weapon as if it was light as a feather. Blows do have an impact on the enemies. The only odd part is jumping - it looks a bit stiff. In addition, regular movement is not very precise, and sometimes to get to the box or when moving in a cluttered interior, you need to slow down to a walk or sneak. Horses have the worst animation - the mounted movement looks quite stiff in trot and jumping. Slawek notes that he didn't get the chance to fight mounted and there might be no possibility to do that at all.
* Combat is real-time and very input-intensive. Aside from performing special attacks, constant movement and aiming your character's swings is key. Enemies' AI seems higher for humanoid enemies: they can use active blocking and block breaker moves, while only very rarely do ripostes themselves. Non-humanoid enemies are much more "dumb" in that they only move back and forward, run away or charge the hero from the distance. Speed and range of weapons is of crucial importance: Slawek notes that sometimes he was able to get in close to the polearm-wielding enemies and just bash their heads in with a close-range axe so fast they were unable to mount defences or perform their attacks. The bow&arrow fighting was even more fun: with automated aim and manual sniper modes, several types of arrows (stunning, freezing, etc..), possibility to enhance bow by shortening draw time and increasing the draw strength archery was fun. The "dead-eye"-like mode where several enemies could be multi-hit at once was a life-saver, but Slawek noted that pure archers will have trouble fighting, since one arrow, maybe two is all you could pull off before the enemy closed in on you. He wasn't able to find all of the magic cards he wanted so he didn't really get the chance to test magics that much, but there's a definite need to use magics against some of the enemies- since they are usually resistant to some types of damage more than to others. This also confirms that there's several types of damage and resistance to it. Slawek advises to always carry a sword (slashing damage) and a blunt (crushing damage) in order to be prepared for most enemies, and have a spell or two on the ready for some immune mobs. [7 types of damage are available in TWII: physical - piercing (reserved for arrows only), slashing and bludgeoning, elemental - cold, fire and lightning, and (not mentioned, but shown before) spirit and poison.- Two Worlds Vault]
* As far as enemy density goes, Slawek confirms that Savannah is very densely packed with rhinos, cheetahs, baboons etc.. However, if you have cleared some region once, unless plot dictates it [e.g. in case of the Swallows where permanent blight on the land causes dead to rise all the time - Two Worlds Vault] the region will stay cleared. The enemy variety is quite moderate: if the region is occupied by Varns, you'll only meet Varns and perhaps a hyena or two. Most of the mob placement has been apparently done by hand, so there's no "randomization" of encounters.
* Slawek describes (for the first time) the pickpocketing minigame mechanic. To pickpocket an enemy, you have to position yourself properly and pay attention to special "snake" meter. It shows two (or several?) snakes that are trying to bite one another's tails with narrow space(s) between them. You have to rotate the hand above the snakes until the gaps between them are aligned, and then there's a very brief window of oppportunity to empty your target's pouch. An interesting note to lockpicking has also been mentioned: the lock rotations and amount of "rings" to nail with the pick are random any time you attempt to lockpick, so if some pattern is particularly vicious and fast, it's enough to move away from the lock and back into the lockpicking to get the new, perhaps easier one. Quicksaving/quickloading will not let you off the hook that easily!
* In the comments section, Slawek describes the overall combat difficulty. There were many times where he had to retry a fight simply because he was overpowered. The game is definitely VERY hard . Some fights had to be attempted only after gaining a few levels. Some of them were so hard in fact, that only by "bugging" the AI was he able to win them. In the beginning, Slawek had to quicksave (there's such a feature in PC mode) before every encounter, but later on he stopped dying all the time. Apparently, TWII boasts a very steep difficulty curve.
* NPC/Quest Dialogues are more on the simple side. You don't get many choices and it's not Dragon Age or Baldur's Gate "multi-thread" decision chain. Think more elaborate Diablo - talk and decide if you want to do some quest, then get out. |
and for polish folks http://gamecorner.pl/gamecorner/1,102651,8494298,Two_Worlds_II___odpowiedzi_na_Wasze_pytania.html
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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Wed, 13th Oct 2010 23:37 Post subject: |
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lolozaur wrote: | here it is bitches
Spoiler: | Hot on the heels of the first review of Two Worlds II comes the first hands-on post-beta Q&A from Polish gaming portal GameCorner.pl by Slawek Serafin. He had the chance to play the release PC version of the game already so decided to take a closer look at some of the features. And we took the liberty of translating a few of the interesting tidbits and there's a veritable goldmine of those in the comments section beneath the original Q&A article. Check our highlights below!
* Character movements look smooth. It's not Assassin's Creed level of animation, but it's still head and shoulders above e.g. Alpha Protocol. Trot looks kinda odd but still natural. Sprint doesn't look artificial. Sneaking and walking without running have correct animations. The combat also looks nice: the swings have the "momentum" feel to them, it's definitely not just swinging any weapon as if it was light as a feather. Blows do have an impact on the enemies. The only odd part is jumping - it looks a bit stiff. In addition, regular movement is not very precise, and sometimes to get to the box or when moving in a cluttered interior, you need to slow down to a walk or sneak. Horses have the worst animation - the mounted movement looks quite stiff in trot and jumping. Slawek notes that he didn't get the chance to fight mounted and there might be no possibility to do that at all.
* Combat is real-time and very input-intensive. Aside from performing special attacks, constant movement and aiming your character's swings is key. Enemies' AI seems higher for humanoid enemies: they can use active blocking and block breaker moves, while only very rarely do ripostes themselves. Non-humanoid enemies are much more "dumb" in that they only move back and forward, run away or charge the hero from the distance. Speed and range of weapons is of crucial importance: Slawek notes that sometimes he was able to get in close to the polearm-wielding enemies and just bash their heads in with a close-range axe so fast they were unable to mount defences or perform their attacks. The bow&arrow fighting was even more fun: with automated aim and manual sniper modes, several types of arrows (stunning, freezing, etc..), possibility to enhance bow by shortening draw time and increasing the draw strength archery was fun. The "dead-eye"-like mode where several enemies could be multi-hit at once was a life-saver, but Slawek noted that pure archers will have trouble fighting, since one arrow, maybe two is all you could pull off before the enemy closed in on you. He wasn't able to find all of the magic cards he wanted so he didn't really get the chance to test magics that much, but there's a definite need to use magics against some of the enemies- since they are usually resistant to some types of damage more than to others. This also confirms that there's several types of damage and resistance to it. Slawek advises to always carry a sword (slashing damage) and a blunt (crushing damage) in order to be prepared for most enemies, and have a spell or two on the ready for some immune mobs. [7 types of damage are available in TWII: physical - piercing (reserved for arrows only), slashing and bludgeoning, elemental - cold, fire and lightning, and (not mentioned, but shown before) spirit and poison.- Two Worlds Vault]
* As far as enemy density goes, Slawek confirms that Savannah is very densely packed with rhinos, cheetahs, baboons etc.. However, if you have cleared some region once, unless plot dictates it [e.g. in case of the Swallows where permanent blight on the land causes dead to rise all the time - Two Worlds Vault] the region will stay cleared. The enemy variety is quite moderate: if the region is occupied by Varns, you'll only meet Varns and perhaps a hyena or two. Most of the mob placement has been apparently done by hand, so there's no "randomization" of encounters.
* Slawek describes (for the first time) the pickpocketing minigame mechanic. To pickpocket an enemy, you have to position yourself properly and pay attention to special "snake" meter. It shows two (or several?) snakes that are trying to bite one another's tails with narrow space(s) between them. You have to rotate the hand above the snakes until the gaps between them are aligned, and then there's a very brief window of oppportunity to empty your target's pouch. An interesting note to lockpicking has also been mentioned: the lock rotations and amount of "rings" to nail with the pick are random any time you attempt to lockpick, so if some pattern is particularly vicious and fast, it's enough to move away from the lock and back into the lockpicking to get the new, perhaps easier one. Quicksaving/quickloading will not let you off the hook that easily!
* In the comments section, Slawek describes the overall combat difficulty. There were many times where he had to retry a fight simply because he was overpowered. The game is definitely VERY hard . Some fights had to be attempted only after gaining a few levels. Some of them were so hard in fact, that only by "bugging" the AI was he able to win them. In the beginning, Slawek had to quicksave (there's such a feature in PC mode) before every encounter, but later on he stopped dying all the time. Apparently, TWII boasts a very steep difficulty curve.
* NPC/Quest Dialogues are more on the simple side. You don't get many choices and it's not Dragon Age or Baldur's Gate "multi-thread" decision chain. Think more elaborate Diablo - talk and decide if you want to do some quest, then get out. |
and for polish folks http://gamecorner.pl/gamecorner/1,102651,8494298,Two_Worlds_II___odpowiedzi_na_Wasze_pytania.html |
Wow thanks for that lolozaur!! Looks great! Can't wait!! Wish every month was like this one!! 
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Posted: Thu, 14th Oct 2010 01:14 Post subject: |
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LMLM wrote: | lolozaur wrote: | here it is bitches
Spoiler: | Hot on the heels of the first review of Two Worlds II comes the first hands-on post-beta Q&A from Polish gaming portal GameCorner.pl by Slawek Serafin. He had the chance to play the release PC version of the game already so decided to take a closer look at some of the features. And we took the liberty of translating a few of the interesting tidbits and there's a veritable goldmine of those in the comments section beneath the original Q&A article. Check our highlights below!
* Character movements look smooth. It's not Assassin's Creed level of animation, but it's still head and shoulders above e.g. Alpha Protocol. Trot looks kinda odd but still natural. Sprint doesn't look artificial. Sneaking and walking without running have correct animations. The combat also looks nice: the swings have the "momentum" feel to them, it's definitely not just swinging any weapon as if it was light as a feather. Blows do have an impact on the enemies. The only odd part is jumping - it looks a bit stiff. In addition, regular movement is not very precise, and sometimes to get to the box or when moving in a cluttered interior, you need to slow down to a walk or sneak. Horses have the worst animation - the mounted movement looks quite stiff in trot and jumping. Slawek notes that he didn't get the chance to fight mounted and there might be no possibility to do that at all.
* Combat is real-time and very input-intensive. Aside from performing special attacks, constant movement and aiming your character's swings is key. Enemies' AI seems higher for humanoid enemies: they can use active blocking and block breaker moves, while only very rarely do ripostes themselves. Non-humanoid enemies are much more "dumb" in that they only move back and forward, run away or charge the hero from the distance. Speed and range of weapons is of crucial importance: Slawek notes that sometimes he was able to get in close to the polearm-wielding enemies and just bash their heads in with a close-range axe so fast they were unable to mount defences or perform their attacks. The bow&arrow fighting was even more fun: with automated aim and manual sniper modes, several types of arrows (stunning, freezing, etc..), possibility to enhance bow by shortening draw time and increasing the draw strength archery was fun. The "dead-eye"-like mode where several enemies could be multi-hit at once was a life-saver, but Slawek noted that pure archers will have trouble fighting, since one arrow, maybe two is all you could pull off before the enemy closed in on you. He wasn't able to find all of the magic cards he wanted so he didn't really get the chance to test magics that much, but there's a definite need to use magics against some of the enemies- since they are usually resistant to some types of damage more than to others. This also confirms that there's several types of damage and resistance to it. Slawek advises to always carry a sword (slashing damage) and a blunt (crushing damage) in order to be prepared for most enemies, and have a spell or two on the ready for some immune mobs. [7 types of damage are available in TWII: physical - piercing (reserved for arrows only), slashing and bludgeoning, elemental - cold, fire and lightning, and (not mentioned, but shown before) spirit and poison.- Two Worlds Vault]
* As far as enemy density goes, Slawek confirms that Savannah is very densely packed with rhinos, cheetahs, baboons etc.. However, if you have cleared some region once, unless plot dictates it [e.g. in case of the Swallows where permanent blight on the land causes dead to rise all the time - Two Worlds Vault] the region will stay cleared. The enemy variety is quite moderate: if the region is occupied by Varns, you'll only meet Varns and perhaps a hyena or two. Most of the mob placement has been apparently done by hand, so there's no "randomization" of encounters.
* Slawek describes (for the first time) the pickpocketing minigame mechanic. To pickpocket an enemy, you have to position yourself properly and pay attention to special "snake" meter. It shows two (or several?) snakes that are trying to bite one another's tails with narrow space(s) between them. You have to rotate the hand above the snakes until the gaps between them are aligned, and then there's a very brief window of oppportunity to empty your target's pouch. An interesting note to lockpicking has also been mentioned: the lock rotations and amount of "rings" to nail with the pick are random any time you attempt to lockpick, so if some pattern is particularly vicious and fast, it's enough to move away from the lock and back into the lockpicking to get the new, perhaps easier one. Quicksaving/quickloading will not let you off the hook that easily!
* In the comments section, Slawek describes the overall combat difficulty. There were many times where he had to retry a fight simply because he was overpowered. The game is definitely VERY hard . Some fights had to be attempted only after gaining a few levels. Some of them were so hard in fact, that only by "bugging" the AI was he able to win them. In the beginning, Slawek had to quicksave (there's such a feature in PC mode) before every encounter, but later on he stopped dying all the time. Apparently, TWII boasts a very steep difficulty curve.
* NPC/Quest Dialogues are more on the simple side. You don't get many choices and it's not Dragon Age or Baldur's Gate "multi-thread" decision chain. Think more elaborate Diablo - talk and decide if you want to do some quest, then get out. |
and for polish folks http://gamecorner.pl/gamecorner/1,102651,8494298,Two_Worlds_II___odpowiedzi_na_Wasze_pytania.html |
Wow thanks for that lolozaur!! Looks great! Can't wait!! Wish every month was like this one!!  |
+1
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locke89
Posts: 2812
Location: Poland
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Posted: Thu, 14th Oct 2010 02:26 Post subject: |
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yeah hopefully we'll have a fully english release around 21 as the release is messed up in europe
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Posted: Thu, 14th Oct 2010 02:31 Post subject: |
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You don't have to hope.
We always get an English version up here..
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Posted: Thu, 14th Oct 2010 02:38 Post subject: |
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have you seen the system requirements for TW2 ? it should be OK on most PC today, and THAT'S how Gothic 4 has failed. Stupid developers.
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Posted: Thu, 14th Oct 2010 03:40 Post subject: |
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Is it worth the time to play the first one??
Story wise is it important or should i just go read it off wiki?
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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Thu, 14th Oct 2010 04:57 Post subject: |
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Rxsazabi wrote: | Is it worth the time to play the first one?? |
Don't play the first if you are a picky gamer that demands 1337 hardcore uber gameplay or a high budget experience like DA:O or ME2. 2W1 is an enjoyable game and is worth playing.
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Posted: Thu, 14th Oct 2010 07:00 Post subject: |
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sabin1981 wrote: | you finally beat the bad guys and save your sister |
Or...
Spoiler: | do the smart thing and kill those goody-two-shoes paladins and join up with Gandohar. Think both endings weren't anything special though. |
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Posted: Thu, 14th Oct 2010 07:22 Post subject: |
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Posted: Thu, 14th Oct 2010 09:44 Post subject: |
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Posted: Thu, 14th Oct 2010 11:22 Post subject: |
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Wow is all I can say! 4 different .exe files!
Can't wait, really!
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