Tags: Reality Pump Studios; Two Worlds II
<p>First of all, here's the official release PR (NA release), shamelessly stolen from <span style="text-decoration: line-through;">carebear codex</span> RPGWatch:</p>
<blockquote>
<p>MIDLOTHIAN, Va. and LAS VEGAS /PRNewswire/ - SouthPeak Interactive Corporation (OTC Bulletin Board: SOPK) and TopWare Interactive today announced that the critically acclaimed role playing game Two Worlds II will be in stores and available from digital retailers in North America on January 25th, 2011.</p>
<p>Two Worlds II is set to offer North American gamers a ground-breaking RPG experience after a phenomenal launch in Europe, which has delivered a wealth of 90%+ review scores and sales in excess of one million units during the first three weeks of availability, as recently reported by TopWare.</p>
<p>"Two Worlds II is set to become a benchmark for the RPG genre," said Melanie Mroz, President and CEO of SouthPeak Interactive, "the incredible review scores and blockbuster sales in Europe are testament to the hard work and dedication of the TopWare Team. We're thrilled to bring this deep fantasy experience to North American gamers."</p>
<p>James Seaman, Managing Director of TopWare in North America added "We've been blown away by the reception Two Worlds II has received and it's great that we're able to announce this street date. Fans of the Two Worlds brand have been fantastically loyal supporters and we think they will be thrilled when they experience this next step into the huge and evolving world of Antaloor."</p>
<p>Developed by Reality Pump, Two Worlds II will be in stores and available from digital retailers in North America on January 25th, 2011 for the Xbox 360® video game and entertainment system from Microsoft®, PlayStation®3 computer entertainment system and Windows PC.</p>
<p>For more information on Two Worlds II, visit <a href="http://www.twoworldstwo.com/">http://www.twoworldstwo.com</a>.</p>
</blockquote>
<p>Secondly, Gaming Nexus <a href="http://www.gamingnexus.com/FullNews/First-Impressions-Two-Worlds-II/Item21270.aspx" target="_blank">provide some first impressions</a>:</p>
<blockquote>
<p>Combat, is much the same as in a majority of RPGs, a mix of hack and slash with ranged combat. One of the problems with the game is that the monster AI isn't that strong in working with obstacles in the environment, so you're able to take advantage of this to stay safe and slowly whittle down the power of strong opponents. I've taken out more than one giant scorpion this way. It takes a bit of the fun out of the game to make use of this exploit, but I would have died several more times until I figured out the summoning spells without it.<br /> <br /> The primary and side quests don't seem too repetitive yet, especially considering there are only so many ways you can write "go kill this" or "fetch that" quests. The rewards seem commensurate with the risks, though sometimes it may take finishing a string of quests to get a quality reward.<br /> <br /> I've talked a lot about everything that's good about Two Worlds II, but there are a few things that could have used some polish. First, the autosave takes longer than it should and happens regardless of what you're doing, including combat. It was really frustrating to desperately need a heal only to be interrupted by an autosave that takes at least 10 seconds, and interrupts the flow. Yes, you can turn it off, but I'd prefer it simply not engage until combat is completed. Similarly, calling up the map, or changing some segments of the map while running can cause the game to pause longer than you'd expect. I've also seen a couple of times where coming in or out of a building that objects didn't all appear right away, and show as black boxes.</p>
</blockquote>
<p>Spotted at: <a href="http://www.rpgwatch.com/#16620">RPGWatch</a></p>
<p>First of all, here's the official release PR (NA release), shamelessly stolen from <span style="text-decoration: line-through;">carebear codex</span> RPGWatch:</p>
<blockquote>
<p>MIDLOTHIAN, Va. and LAS VEGAS /PRNewswire/ - SouthPeak Interactive Corporation (OTC Bulletin Board: SOPK) and TopWare Interactive today announced that the critically acclaimed role playing game Two Worlds II will be in stores and available from digital retailers in North America on January 25th, 2011.</p>
<p>Two Worlds II is set to offer North American gamers a ground-breaking RPG experience after a phenomenal launch in Europe, which has delivered a wealth of 90%+ review scores and sales in excess of one million units during the first three weeks of availability, as recently reported by TopWare.</p>
<p>"Two Worlds II is set to become a benchmark for the RPG genre," said Melanie Mroz, President and CEO of SouthPeak Interactive, "the incredible review scores and blockbuster sales in Europe are testament to the hard work and dedication of the TopWare Team. We're thrilled to bring this deep fantasy experience to North American gamers."</p>
<p>James Seaman, Managing Director of TopWare in North America added "We've been blown away by the reception Two Worlds II has received and it's great that we're able to announce this street date. Fans of the Two Worlds brand have been fantastically loyal supporters and we think they will be thrilled when they experience this next step into the huge and evolving world of Antaloor."</p>
<p>Developed by Reality Pump, Two Worlds II will be in stores and available from digital retailers in North America on January 25th, 2011 for the Xbox 360® video game and entertainment system from Microsoft®, PlayStation®3 computer entertainment system and Windows PC.</p>
<p>For more information on Two Worlds II, visit <a href="http://www.twoworldstwo.com/">http://www.twoworldstwo.com</a>.</p>
</blockquote>
<p>Secondly, Gaming Nexus <a href="http://www.gamingnexus.com/FullNews/First-Impressions-Two-Worlds-II/Item21270.aspx" target="_blank">provide some first impressions</a>:</p>
<blockquote>
<p>Combat, is much the same as in a majority of RPGs, a mix of hack and slash with ranged combat. One of the problems with the game is that the monster AI isn't that strong in working with obstacles in the environment, so you're able to take advantage of this to stay safe and slowly whittle down the power of strong opponents. I've taken out more than one giant scorpion this way. It takes a bit of the fun out of the game to make use of this exploit, but I would have died several more times until I figured out the summoning spells without it.<br /> <br /> The primary and side quests don't seem too repetitive yet, especially considering there are only so many ways you can write "go kill this" or "fetch that" quests. The rewards seem commensurate with the risks, though sometimes it may take finishing a string of quests to get a quality reward.<br /> <br /> I've talked a lot about everything that's good about Two Worlds II, but there are a few things that could have used some polish. First, the autosave takes longer than it should and happens regardless of what you're doing, including combat. It was really frustrating to desperately need a heal only to be interrupted by an autosave that takes at least 10 seconds, and interrupts the flow. Yes, you can turn it off, but I'd prefer it simply not engage until combat is completed. Similarly, calling up the map, or changing some segments of the map while running can cause the game to pause longer than you'd expect. I've also seen a couple of times where coming in or out of a building that objects didn't all appear right away, and show as black boxes.</p>
</blockquote>
<p>Spotted at: <a href="http://www.rpgwatch.com/#16620">RPGWatch</a></p>