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Not many studios did that in Poland, it was really empowering for us.” We were also releasing on multiple platforms, which at that point in time was quite difficult. “It felt kind of weird, but we knew we were doing something special, on a bigger scale. The team knew that whatever they created would be welcomed in the US and the UK, but at that point in time, Polish gamers were still very much being introduced to new games actually being developed in their countries. “We had this weird feeling that nobody in Poland knew that there is this kind of game,” Kozera told me. Two Worlds 2 would see a simultaneous release on all three platforms-a first for Polish gaming.
TWO WORLDS 3 CANCELLED PC
CD Projekt RED’s The Witcher 2 may have been a big worldwide releasee, but it would only be released on PC and Xbox 360-although even that port came later. Even CD Projekt RED’s The Witcher 2, an eight-year-old game, only say release on two of its generation’s platforms. Games developed in Poland were often small, delegated to single platforms and low in budget. Before the days of The Witcher 3 and the upcoming Cyberpunk 2099, Poland wasn’t the rising star in video games that it is today.
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For a small Polish studio, this was a daunting task that would finish with just over forty people having a hand in its creation. Even when starting development on the Two Worlds sequel, Reality Pump had just over twenty employees to create an entire RPG. Moving genres was a huge shift for a studio of their size. While Two Worlds was an open-world role-playing game that you could sink hundreds of hours into, most of the developer’s prior work was anchored in the RTS genre. The original game and its sequel were huge departures from the games that Reality Pump made before. “We wanted to give you the freedom to create whatever you wanted to make,” developer Tomasz Kozera told me, a statement which rang true for the entirety of Two Worlds 2’s development. It became a mantra for Polish developer Reality Pump, one that would be deeply integrated into the game’s wholly underrated sequel. While it slipped in a lot of areas, player freedom was a key focus. You’d pick up gear, skill books and magic cards that would allow you to adapt on the fly a simple skill tree would help you pick a straight class if you wanted it. Unlike a lot of RPGs at the time, there were no classes to be seen within its systems. The original Two Worlds is far from a good game-even just looking at it you can tell-but it is a very memorable one.īut inside all of this were some decent ideas hidden within the cracks.
TWO WORLDS 3 CANCELLED CRACKED
There were more bugs than the cracked rock floors of Vvardenfell, considerably worse voice acting than its Elder Scrolls contemporary and combat that felt like you were simply slapping foes with a damp towel. Outside of a winsome B-movie feel though, it was essentially broken. Think Too Human, Mindjack or Devil’s Third-the type of product remembered through a fond smile followed by a snort.įor a game with a box quote stating it was “Oblivion on steroids”, Two Worlds is a pale imitator of Bethesda’s AAA RPG, although its ambition was certainly amiable. It’s one of those titles that pops up from time-to-time, frequently in jest, to the point where it’s a remarkably recognisable game despite its infamy. The original Two Worlds has a lot of lasting power for being a game of such lax quality.