Algumas infos.
Gameplay
* The difficulty setting (three available) can only be set once and cannot be changed during the gameplay.
* After the final cutscene, you're back in Antaloor and can continue exploration where you left off at the end of the main quest.
* Quest markers are always clearly shown (no wandering around looking for the solution) and you can activate any quest to be tracked at will.
* Map shows: visited teleports, altars, dungeons and some of the NPCs (the ones important enough to talk to, usually side questgivers)
* Another confirmation: there's 40 different characteristics to be changed during character creation. You can also choose the level of difficulty, but not gender or race (those are reserved for multiplayer). There's also no classes, which has been highglihgted many times before. However, there's also no levelling cap, so if you want to, you'll be able to max out all the skills (and skills are largely what makes a "class"-like specialization in TW2).
* According to Gryonline.pl there's no skill trainers in the game (even though we've seen at least few of the orcs teaching our hero basic skills like block breaker, death strike and multi arrow). Apparently, (most of) the skills are learnt via skill books found or traded in the game. Further investment is done with skill points obtained at level-up, as previously.
* One of the four main islands is mainly used in multiplayer mode. This suggests that either Eikronas, Erimos or Eollas are transplanted verbatim into the co-op mode, which is very cool! Since the editors say that it takes 20 minutes by horse to circumvent just half of the isle, we're assuming its the "savannah" isle (Erimos) that is used for the multiplayer - it's the only one with horses available, after all.
World and Exploration
* Apart from the regular teleports the hero gains access to the handheld (?) teleport and a portable version of the "big" teleport (?). Apparently, the former cannot be used within dungeons.
* Sailing is not very hard, you just need to set sail perpendicularly to the wind current. Riding horses is also quite easy - but, as we've seen in the yesterday's live gameplay, if you speed too often (or too rarely) the horse will mutiny and kick you off the saddle!
* Sailboats cannot be upgraded, you cannot have any crew. Only one-seat small boats are available.
* There's no dynamic weather changes, but there's different weather patterns depending on the region you're in (e.g. permanent clear skies, or permanent storm etc..). There's a day/night cycle, of course.
* While TW2 is an open-world experience, after getting onto each of the islands you'll first have to do the initial stage of the main quest that takes part on the isle. Otherwise, the island will be locked to you. But don't worry: there's no invisible walls anywhere, if you can't get somewhere, it's because there's a wall or closed off space that can only be unlocked with the help of an NPC or during the quest. You can then freely explore that island and eventually move on to the next. Some of the dungeons might be locked out too, depending on the quests as well -- unlocking them is only possible when embarking on certain tasks.
* Dungeons do not contain traps. However, in two or three of them you might need to look closely for the levers to pull in order to open some sections. Dungeons are mostly about monsters and treasure chests.
* Not all of the buildings can be entered. Some of them are just facades, and some are locked permanently until a quest comes a long. In other cases, you can simply break in and enter.
Plot and Quests
* There's around 200 quests in TW2. 50 are part of the main questline. Around a hundred comprises sidequests in different locations. There's also about 50 tasks to be fulfilled for guilds.
* Guild quests are so far the dullest: there's little aside from "get to the point A or B" type there. Sidequests vary greatly: some are very short, while others long and inspired. Expect to be a courier and a hitman a lot as well. Some of the quests can be done in more than one way. Some of them might have far-reaching consequences, and even become mutually exclusive with others.
* Guild tasks are not actually handed out, you pick them up at the bulletin boards scattered around Antaloor. You also can't really join any of the guilds/factions, but you gain fame or infamy with them.
Interaction
* According to Gryonline, there's little in terms of romance in Antaloor - they were able to only find one love affair in a tiny side quest. They did find a stripper joint though, or what passes for it in this age rating.
* There's no companions after all. However, there's some escorting quests.
* While physics magics will interact with some of the objects, there's no interaction insofar as felling trees or burning shrubbery is concerned. Don't expect your fiery hell to be actually changing the world around you.
Combat
* Apparently, despite what we've heard earlier, repeated successful attacks don't give out damage bonus. However, you can sequence your regular attacks (i.e. "left clicks" or "button mashes") so that they go into a combo.
* Another confirmation for spell system. There's 27 spell cards total. Amulet works like a castable spell slot (the more amulets you get, the more spells you can cast). There's 15 effect cards (which define the effect and school of the spell). 6 carrier cards (AOE, ray, missile etc.) and 6 modifiers (e.g. homing, multiplicating, ricocheting etc..). While this system allows for around 500 unique spells, you can also increse them in power (by placing up to 10 cards total into the amulet), and a single amulet can hold up to THREE different unique spells at once (to be cast as one, or have an up to three-stage effect) - which is the reason for millions of possible combinations.
* Despite their best efforts, Gryonline weren't able to discern heavy/chainmail/light armor differences (While there are differences there - TWVault).
* Alchemy isn't very complex. You need at least 2 ingredients to be able to brew something. Some combinations are not possible however, and may result in ordinary water.
Multiplayer
* All of the modes are confirmed yet again. Adventure mode has 7 maps (10-15 hours total). Crystal Hunt (up to 4 players) has 4 selectable regions available - you have to collect crystals and avoid skulls (?). Duel mode - up to 4 maps, with up to 1v1 players. Deathmatch (2-8 players, even though Gryonline claims its 1 to 4 players) allows 4 arenas to choose from as well. Village mode is, as expected, one region only and one per player only.
* Lobby confirmed for PC. For consoles, you need to sign up to the queue or find players that are open for a match. There's no possibility to play over LAN.
* According to Gryonline, there's not going to be an SDK/Editor released for the game (?)
Fonte:
http://twoworldsvault.ign.com/