In a year brimming with upcoming single-player role-playing game releases, Two Worlds hopes to make its mark with decisions. And not curly-or-regular-fries type decisions. These are world-changing, game-altering decisions.
Like The Elder Scrolls IV: Oblivion and Gothic 3, Two Worlds will be a massive, do-what-you-want kind of game. And it’s up to you whether to work for good or revel in being a jerk. According to developer Reality Pump Studios, any significant action in Two Worlds will have repercussions. Opening up the town gates to an orc invasion might get you brownie points with a rival guild, but do you really want to share a cul de sac with a bunch of slaughter-happy monsters?
It’s up to the player to weave their way through Two Worlds’ warring guilds and factions. You start out at the bottom of the totem pole, but can rise to the top or just play the groups off one another. Your actions can impact the greater world, too - players will have the option of unlocking the secrets of necromancy, but risk facing hordes of undead ghouls if they do.