Two Worlds II presents a totally new gamer experience, one in which 2 years of intensive development has enabled quantum leaps in all spheres: completely overhauled AI and balancing standards, experienced authors, the active combat system and the brand-new engine all combine to provide an unforgettable experience where excitement, sheer enjoyment and graphics rule. Ã¢â‚¬Å“Two Worlds IIÃ¢â‚¬Â simply sets new technical benchmarks in the RPG genre, thanks not least to its seemingly unlimited number of dynamic light sources, micro-detail Parallax Mapping, 24 Bit HDR Post Processing, Space Ambient Occlusion and Human Eye Accommodation.
The story of Ã¢â‚¬Å“Two Worlds IIÃ¢â‚¬Â is staged a couple of years after Part 1 – and it will lead you into hitherto unexplored parts of Eastern Antaloor where you’ll find many brand-new locations packed full of atmosphere – from dusty deserts to awe-inspiring temples.
Alexandra Constandache, the Executive Producer of TWII commented, Ã¢â‚¬Å“We intentionally opted for a completely independent game with radical new technology. This was the only way to ensure that we harness the enormous potential and experience gained from the making of the first Ã¢â‚¬Å“Two WorldsÃ¢â‚¬Â project – and make full use of the further technical development of internal Reality Pump tools that has been on-going since the first Ã¢â‚¬Å“Two WorldsÃ¢â‚¬Â was developed. This new release window gives us enough time to systematically implement both our own requirements and the feedback of the Ã¢â‚¬Å“Two WorldÃ¢â‚¬Â fans, enabling us to create a breathtaking RPG experience.Ã¢â‚¬Â