Traditionally, one of the major problems with RPGs is the fact that your inventory can become cluttered with weapons that are either dropped or sold. For those who are unfamiliar with weapon stacking, we allowed the player to stack similarly named items together to increase the items stats. MD: The CRAFT tool was developed after the extremely successful Weapon Stacking system in Two Worlds.
TWO WORLDS II BUILDING SERIES
GZ: One game mechanic new to the series is the CRAFT tool. With the GRACE engine, we have made the world of Antaloor a fully immersive experience. Additionally, from a purely graphical perspective, Two Worlds 2 is leaps and bounds ahead of Two Worlds. For example, a projectile card (with a fire element) and a summoning card (with a Necromancy element) will create a fireball spell that summons a Skeleton Warrior on impact. Players can now link magic cards together to create spells with multiple effects. The Magic Card System in Two Worlds was robust, but in Two Worlds 2, we’ve created the most intricate and customizable system ever created in a RPG. Miroslaw Dymek: Going into Two Worlds 2, we wanted to bring back the game mechanics that are beloved in Two Worlds, but we also wanted to implement new features that we didn’t get the chance to present in the first game.
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![two worlds ii building two worlds ii building](https://images.skyscrapercenter.com/building/2worldtradecenter_rendering-ext-base_(c)foster__and__partners.jpg)
In what ways has Two Worlds 2 improved over the original?
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GameZone: Sequels are often an opportunity to make a game that’s even bigger and better than its predecessor. GameZone talks with Reality Pump Chairman Miroslaw Dymek about his hopes for the sequel, about what makes it better than the original, and about whether or not gamers should give the series a second chance. Two Worlds, developed by Reality Pump and published by SouthPeak Interactive in 2007, was a RPG that was notable more for its flaws than its strengths.