What will you get:
You will get Two Worlds 2 CD Key (scan of the cd key from original DVD box). You need to get this game from any source (original dvd, torrent, etc.) to activate the key. This key can not be activated on Steam platform.
About the game:
Two Worlds was a laughing stock. There's no point in pretending otherwise. A vaguely Oblivion-esque roleplaying game, it reliably failed to match its ambition with its budget, resulting in a buggy, bizarre thing with a script seemingly written by a madman drunk on tramp juice. The one thing it did get right was timing - fairly hot on the heels of Oblivion, and something a little refreshingly different in the 360's relative youth. Also, it let you strap multiple swords together to make one even better sword. There's no arguing that that's a bad idea, right? Snickerfest it might have been, but the 2007 RPG sold well enough to warrant a sequel , one that we're told will be much, much better: built new from the ground up, rather than being simply more Two Worlds. That's your cue to stop sniggering at the back and pay attention. The improvement starts with a new engine, known as Grace - apparently so impressive that some of its code is being used in college-level textbooks. "It's truly a next-gen title", claims Producer Scott Cromie. In person, it's pretty enough, though in the build we saw, it seems to spend more of its energies on incidental lighting effects than on especially convincing character models. Dynamic lighting, bump-mapping, weather effects, bendy grass, physics: y'know, the works. "Everything moves the way think it would", says Cromie in reference to the various tumbling crates and swinging chandeliers on show.
With a development team twice the size of Two Worlds 1's, it's really not just a cheap second ride on the same merry-go-round. And while Two Worlds 1's 360 version was something of a brute-force port of a fairly complicated PC game, this time around console play comes first - so it should hopefully feel that much slicker in the hand. "We made a beautiful engine, then decided to make a console game," says Cromie. "I am confident this is a triple-A game." It's hard to say if we agree or not at this stage - much of the game is still to be shown, most especially the super-secret multiplayer mode, more on which shortly. Two Worlds II's certainly fat with promise and ideas, but it's incredibly difficult to get a good sense of an RPG without immersing yourself in it for several hours. So that's the technology, but arguably more important is the writing. The broken English of Two Worlds 1 was either its greatest failing or its greatest triumph. Certainly, the repeated demands by a bloke who appeared to be wearing a homemade Darth Vader costume that we visit 'the goat cave' gave it a special atmosphere all of its own.