I see a lot of comments about Path of Exile, but that game came out 3 years after Two Worlds 2 guys. And even though it has somewhat similar system with gems, it's not really directly comparable because it's an arpg. They are basically two different worlds... Get it? Two diff... Ok I'll stop now.
Well, I agree that Path of Exile and Two Worlds 2 are quite different games, but they are still having the same root, which makes this video not exactly useful?!?! I mean for this particular time when both games are released for quite some time, I am sure people made connections. So yeah, you said you have not seen this system implemented in another RPG, which is incorrect!
Basically Path of Exile has most of the stuff Two Worlds 2 had + another layer coming from items. For example, I was doing a build that had as much strength as possible to maximize a unique item called Replica Alberon, which gives chaos damage based on how much strength you have. Then I was using wands and a attack skill for a way to deliver the huge amount of chaos damage that the boots were giving me, while also having a lot of HP due to the fact that Strength gives 2 HP per 1 Strength. And did I mention that I was also poisoning enemies and that chaos damage adds a lot of damage to poison? And this isn't even that complicated of a build, there are some crazy stuff you can do when mixing support gems and Unique items, I have almost 3k hours into this game and there are still builds that I haven't tried.
Now something of a different perspective, but much more interesting magic system is in Noita, the game basically being about that (and how it interacts with all the physics). Might not look good(the game) at first glance, but I encourage you to take a look at it!
My first thought when seeing the magic system was Saga of Ryzom.... an old mmorpg from 2004 that sadly never lived up to it's potential... though maybe cause it was actually ment to be a showcase to sell it's system instead of a MMO for players if i believe that info.
Overbalance and having the same experience are different games Many games has tons of ways of playing, and they are somewhat balanced Division 2: you can be a mage, assault rifle, shotgun, sniper, a combination of these. All viable and different experiences. Really well balanced experience monster hunter world: 14 weapons that change how you play, all viable and well balanced. Final fantasy xv: 100% mage. 100% raw dmg. A mix of both. Focusing on techniques. Focusing on hack n slash combos All deliver different play styles, all viable and well balanced (all super strong) I dont even remember right now a game that has overbalanced a game to the point that every playstyle is too similar. I dont know. Kingdom hearts maybe? I dont even know if this logic apply to that. God of war? I didnt play it till the end, not sure if playstyles are too similar.
Exactly, and worst part is overused level scaling for me.. Totally breaks immersion and feeling of progression. I wanna be OP that's the fun in it g*d*m*t
@@MemoriesLP _"a game that has been overbalanced to the point that every playstyle is too similar"_ Elder Scrolls Online Also, how are Division 2 "classes" yielding different play styles? I thought the entire game was "hide behind cover - peek - empty magazine - repeat"
@@jesperburns well, you can simplify any game like that Dark souls is just dodge and attack. In Div 2, you can be medic, dps, tank, status effect, skill, support. In many different ways A dps can be close range, with status effect or explosive dmg to help. Or more close range a bit tank. Can be a ranged dps with assault rifles. Or just sniper. Can be close range mid range. Status effect can be fire, blind, confusion etc. Each combination of skill will change a bit how you play Explosive will be more about crowd control. You can deploy skills that hunt enemies and distract them. Tanks can be super ultra tanky. Or a tank that gives extra armor to the party. You can be a dps that uses deployable skills to distract enemies, using that advantage so you can attack them These are just some of the examples. Each type of gun you use requires a different build, and a diff way of playing the game. Then you have the skills that each will change how you play. Then the roles (dps, tank, medic etc). Then the group ypu are playing. For example, a close range dps role can be super different if you use shield+healing, or explosive+fire. So even inside the same role, you can have a big difference in how you play
@@MemoriesLP Well, Dark Souls is an excellent example of a game that has very little play style variety (though not because of the builds or balance but simply because of the type of game). I'm not sure if we have the same idea about what that term entails. MMOs and MOBAs have play style variety that are more than just "aggressive or safe". Though I just watched a "3 Best builds" Division 2 video and I gotta say, for a gun-based game that's pretty good play style variety. I have doubts about them all being as viable but I'm not gonna spend hours trying to find that out.
Me: Oh you're a mage? What kind, like what spells? Mage: I'm a pyromancer. I throw fireballs. What about you? Me: I am ANVIL MAGE, I summon SWARMS OF ANVILS TO RAIN UPON MY FOES
It's like the devs developed a system that would allow them to create spells more efficiently and decided that it was just too much fun to not give to the same tools to the player.
@@undaredeallende822 Sacrifice was 2000 If I am not mistaken. Great game, rather difficult, TPP RTS with RPG elements. Great voice acting and characters.
I love how you explain a mechanic then actually show it. Such as with the ricochet and homing effect. So many uploaders would have just spoken on it and not recorded footage to show. The extra effort is appreciated!
Yeah, I miss that kind of games too. Games like Two Worlds and Morrowind, Wizardry8. RPGs where everything kicks your ass in the beginning but by the end of it you could become an unstoppable demigod. The feel of progression is so good in this kind of games. Nowdays every RPG feels like Oblivion. Level 1 - you fight bandits. Level 80 - you still fight bandits but now they wear the best armor in the game for some reason.
So true, the spell creation system in elder scrolls games (better in some than others) is really fun to mess with. I would enjoy making a breton or khajiit mage build that focused on frenzy and illusion spells. Hilarious to frenzy a whole bandit camp and have them all kill each other, then using stealth to finish off the last one standing.
One of my most fond gaming memories is when i perma-enchanted regeneration to my undershirt in Morrowind and levitation on something else and would just fly around like some untouchable Elder Scroll Superman. Is it game-breaking or rather game-making if your goal is simply to have fun? After all I could always take my costume off if I want to challenge myself but modern games don't ever give you the chance to experience that.
@@cheezus4772 It's not game breaking if they're all part of vanilla game. That even sounds lore friendly considering the deification of most elder scrolls protagonists.
to bad they never tried to harness that scale of complexity. Even the divines themselves could get out crafted by the player character. imagine if they made a game that factored in all the meta hacks people are known for, and said oh cool you finally figured that out, guess what your not the first, introducing bla bla. Who knows, writers these days are lazy, and lack the long sight to make epics.
I loved Two Worlds II back when. I chased to get more and more mana so I could spray summon skeletons at mass at once, as the heftier the spell the more mana it would cost. It was an awesome feeling.
Though this wasn't the case when this whole overbalancing thing began, these days so many single player games have a tacked on multiplayer and some even link the two modes by making the multiplayer have effect x on the single player. Thus, it's become even less likely that we'll see systems that emphasize fun over (over)balancing.
I don't know why he didn't mention it but Two Worlds II actually DID have a multiplayer mode. I distinctly remember doing a horde mode with other players in the swamp and that's how I learned how broken the spell system could be.
If its a single player game with tagged on pvp then better expect some broken stuff. Thats the fun off it and its not like you cant make op shit yourself.
If this is type of magic system interests anyone, I suggest looking up a rogue-like game called NOITA. The amount of combos you can create with the wands system is insane. Balance in the game isn't even an issue for two reasons, the spells you can get are purely RNG, and the enemies are insanely difficult... I'd even argue that the enemies might be too difficult sometimes.
I am very happy I found you. Two Worlds is so overlooked, yet I can vividly remember how this game inspired me as a young teen. And I didn’t even know anything about the magic system really until your video right now. It has some other great aspects like the story, the different areas in the world, especially the university with the jungle which transitions to this fallout like deadzone. And then the mines in the desert with the people working the mineral and getting sick. Maybe I am overdoing it a little as I am speaking from my memory but to me this game truly was and is awesome, especially with its unique RPG systems. Thanks for the video. Is there more coming in the future about this? Edit: Another note is how they managed to make amazing graphics run on very low specs. I had a really bad PC, even at that time and I couldn’t run such details so fluently in any other game back then.
In my teenager days, the first Two Worlds, Gothic and Divine Divinity were my bread and butter. Those games are so good and at the same time, so unknown by the general populace, it's pretty sad.
I managed to make a spell that was a tornado of flaming anvils, it one shot everything to the point it would shove them through the wall/floor and into the void. It would sometimes crash the game but it was so much fun.
This is basically how the Kineticist works in Pathfinder. You pick an Element You pick a Form, which is the attack type (missile, cone, explosion, etc) You pick a Substance if you wish, that adds effects like Blind, Knockdown, etc
So, you don't recommend buying this game, but you would like us to play it. Got it *Puts on a tricorn with a sewed skull on it* Yohoho, A gamer's life for me
You should check out Arx Fatalis' magic system. One of my favourites, due to the casting system, that also includes rune combinations to create different spells. Although it comes nowhere close to the chaos possible in two worlds.
Thank you for making this video. I was a huge 2worlds fan and preorder 2w2 before it got delayed several times. Initially I was majorly disappointed the game was drastically different than the first in every way possible but I soon realized the groundbreaking magic system in the game. I played with it extensively and ended up creating a spell that shot an AoE magic-negate because there was a spell that every top player was beating me with(I think it was because Europe got a dlc before the reat of the world). That spell I made totally countered the overpowered offensive spell and allowed me to use my own without risk. It was so unique not a single other player had made it and I was one of 2 North Americans in the top 5 of the leader boards on 360.
The magic system in mortal online was great , only multiplayer game w/ one server that had mages changing the weather to be able to cast certain elemental Magic’s . There’s like half a dozen schools of magic in the first one , and mortal online 2 will feature even more in the coming years .
I will allways remember my playthru of this "mediocer" game just because of that magic system I just loved it, in the end of the game I was so powerfull in a fun way not broken, and I feelt like it was because how adept I had become by making my "own" spells
As someone who LOVES well balanced combat systems, I also love when I can find ways to break combat systems in novel and entertaining ways. I still, to this day, remember first figuring out the 100% chameleon + 100% damage reflect trick in Oblivion all on my own. Using it you can create a set of armor that makes you constantly invisible AND invincible. It's OP beyond any rationality, yes, but also a delightfully entertaining and memorable way to terrorize the AI.
This definitely looks like an awesome magic system. Totally agree that more developers should allow more creativity like this. That's the beauty of any magic system in fiction, when the user/reader thinks of interesting ways they could use the magic.
My favorite and most unique magic system was from the game Magicka. It's more of an arcadey kinda game, but there's never been a system that made me feel like I was actually conjuring spells on the fly. The spells are created using joystick movements in unison, with the difficulty ramping up depending on the damage.
There's a pretty obscure game named Magicmaker. It's a 2D indie platformer with a similar spellcasting system (which is basically what this game's all about).
I was obsessed with this game when it was new, I dumped like 300 hours into it. The thing I found to be really odd is how the game got DLC like 10 years after it was released. It was so long after everyone forgot it existed that I can't imagine it selling very well (even I never bought it just because I felt I saw everything and DLC isn't going to get me to dump another 50+ hours into it).
I remember grinding the final quest "The Marshland" in multiplayer with a max spray water missile spell where each projectile left an AoE that continuously ticked quite a bit of damage. They were also overlapping and lasted quite some time so it was basically no chance any enemy could reach me. It was also so cheap to cast that my mana regen was enough to keep it going indefinitely. So most of the time I just went afk while my dude was auto-casting the spell the entire time, killing wave after wave after wave of undead. One aspect I also really liked about the TW2 multiplayer in particular was the village mode, which is also underappreciated in my opinion. I just wished that it would be even more impactful with maybe some special quests or a bigger/more meaningful open world surrounding it.
@@joeyxl3456 Cool! Pretty old game, but the lighting looks pretty good still. If you get drawn in and complete the whole main story, I recommend the DLC called Pirates of the flying fortress. Got a pretty good story with some interesting locations and new loot.
@@UserNotFound00101 Cool thank you. Yes I got that DLC as part of the Velvet edition. I installed it and tested it out for a little while and it looks awesome on PC. I'm back playing the Witcher 3 again but I'll be playing Two Worlds 2 after that. Cheers! :)
YES!!! I tell people often enough. Two Worlds 2 might not be the best RPG out there. Might not even be all that great. But what it has, is THE BEST MAGIC SYSTEM!
That's pretty cool. Honestly I wish more games had magic crafting systems, cause really that's a big part of what's appealing about magic, the scientific side of it, where you figure out the laws that govern this world and binds them to your will. When I think of an arch mage I don't think someone who can cast bigger fireball than others, I think someone who discovered a new school of magic, invented new spells, or discovered new applications to old effects. The bigger fireball aren't what matter,s what matters is how they managed to produce fireball bigger than others by combining it with a wind spell at the core of the fireball to expand it's size, or something like that. The problem of magic is that it's too cool so developpers usually try to make it so that it's not way better than other playstyle, but by doing that they make it boring.
Great video! You should also look into Mages Of Mystralia. It's a story-focused ARPG with an extremely deep magic system somewhat reminiscent of this one. Also check out Noita, which is a roguelike that's been mentioned in other comments. Very difficult to beat, too.
Yeah, this magic system was wild. I just ended up putting a Varn summon on a homing projectile and didn't need much beyond that. With every enemy I saw I'd just spam that spell, and in no time they'd be surrounded by an army of Varn kicking the daylights out of them. But the best part was how they'd follow you around after having dealt with any enemies in the area. So you do the arena sidequests, and I'd just body every opponent with my Varn army, and then walk into the manager's office for my reward. But during the cut scene of him telling me about my combat prowess two dozen Varn would come marching in and start staring him down from behind my character.
That was the game!!! The only thing I remembered about Two Worlds 2 was this system!!! Years later, I completely forgot about this game, but the system I remembered! I always thought that other systems could be more interesting, like this one!
Its a pretty good system that allows for many combinations which was somewhat adopted later by some other games like Path of Exile for example but there is the thing, while this allows for many combinations of spells and possibilities like flying or other utilities, etc but it doesn't seem really great at the magic combat tactics from what I've seen in your gameplay here and showcase. I'll explain what I mean by magic combat tactics..One of the really good example for that is Dragon's Dogma that you showed a clip of in the beginning of the video. Casting magic there takes considerable time and channeling and some spells, the more you channel them, the stronger they get not to mention that sometimes some spells can be challenging to aim with if you want to snipe mobs from a higher range and that mobs can interrupt your cast or that you are so slow and rather vulnerable while casting or that you use stamina to cast your spells which is what you also have to use to sprint and if you run out, you are forced to rest for a few seconds rendering you completely vulnerable during that time. So here all these restraints present my point because, you'll have to be tactical about your decisions when to cast and when not to and about your positioning and choice of spells and if you should charge your spell abit longer to shoot more projectiles or if you should just shoot it right now in this or that situation or if you'll even be able to lock in and shoot all your projectiles unto more nimble enemies without missing so all these choices and decisions keep you thinking and evaluating your decisions specially early on and against mightier and deadlier foes such as the ogres. What I saw you doing here in the video is mostly combine a unique spell the way you liked it but then just kept spamming it over and over with basically 0 tactics when it comes to the actual combat gameplay. Like you didn't even need to kite nor aim because, the AOE combination reached everybody as it was pretty much a 360 with a ricochet and so on. Even with the most basic fireball you showed at first, I can only imagine the only 2 needed tactics would be kiting and aiming as if you're playing an archer character. I saw almost no cast times, no restraints almost not even to mobility, not many choices to make there or tactics to consider other than the very basic. So what I'm trying to say what you present here is truly a very cool magic "crafting" system but not a good magic COMBAT system. Now if some game could combine Two World's magic crafting system with say Dragon's Dogma magic combat system, that would be really neat indeed.
I 100% agree. I had more fun playing a caster in this game then any other. It's bad that's the only memorable thing about it. I've been wishing for years that someone would come along and take inspiration from it.
Ever seen Noita? Its outside what i see you play but it has magic a lot like this except its a side scrolling rogue like. IT uses broken balance to its advantage because enemies are OP but combinations of spells you can come up with feel game breaking while enemies remain dangerous at all times.
Before it was patched out I created multiple auto-cast spells using the glitches, and could have 2 casting at once. Think I made it to Lvl 314 farming the MP Swamp with friends. Team Kill spells were also fun.
spell customization in this game definitely looks pretty cool. it has depth and allows some fun combinations. has there really been no game since to give the player this much customization?
Path of Exile promised something similar in its early beta days with skills customization, but the current system is streamlined to almost just passive modifying instead of altering how skills look and feel.
Wow this was the most perfect list I've seen. I agree 100% with all your recommendations right down to #1 Which DD has the best combat of any game period. All the combat. It still hasn't been topped yet. Great too that someone mentioned how great Between Two Worlds was in some areas. It was a totally panned and spat on game when both released but they had great RPG systems, one of the best Fast Travel systems since Ultima Online.
Dang! This is really impressive! I have been thinking about trying Two Worlds II now that I've gotten rather tired of Skyrim. I love Oblivion and Morrowind, but even those I need a short break from. I keep going back to Oblivion time and again because it just works so well on my PC and is so fun to play. But I am always up for some variety. I don't think I've ever seen a magic system that is quite this customizable before. Certainly more so than Oblivion. For a mere $24 on Steam, I think it might be worth a try.
I truly wish we could get more RPGs with magic crafting like Two Worlds 2. Unfortunately, that is extremely unlikely to ever happen. So many developers push balance and nerfs, even in our single player games. It's one of the reasons I almost always buy physical now as it gives me control over what patch I choose to play on. If that patch has an OP build that I enjoy or mechanics that feel good but later got patched out then I don't have to deal with that. It's my game and I want to play it how I enjoy it, is the way I see it.
You say they have not been replicated, but my 13 Cycles game had a somewhat similar system. In each spell you can have 1 Carrier (Form), 4 Effects and 4 Modifiers.
Morrowind/Oblivion with mods + Tyranny + Two Worlds II with the simplicity of Wizard War would seriously just be the gold mine of spell-craft customization
So technically you can get to the final game location using walking on water potions/spells and then using the tornado that you can fly over the rocks with
Letting you walk on stuff you create while manipulating them sounds really cool. On the topic tho, I think its mostly because of modern gamers thinking that gameplay should be simplified and developers responding in kind by making simple one button magic systems. Theres also the fact that the internet is accessible by almost anyone that can afford to play games at this point and that everything is figured out at day 1 most of the time, leaving no room for experimentation on the player's part.
Honestly, I don't see how this would be a balancing issue in future games. As long as you make it just as accessible to the NPCs (and other players if it has multiplayer), there's no need to balance it. There's no shame in making magic in your RPG be as creative and powerful as possible. In fact, I think all magic should be like that. Make it feel like an actual force to be feared, as it should be. A warrior may not be able to learn as much in the realms of magic, but someone able to swing a sword AND cast spells is still a force to be reckoned with.
Path of exile has cool mechanics that you can create your own way to play skills. They end up feeling very similar though. Final fantasy tactics actually has an interesting way you can play also. I would love using the knight skills to break armor with ranges attacks. Also, I loved building defensive monsters with damage taken from mana, then gained mana when you walk, combined with a lot of evasion. Nothing could hit you, and then they had to hit twice before they would do damage to your life.
The ArsMagica 2 mod for Minecraft actually does a similar thing. Of course, Minecraft is a completely different game, but maybe that's another good way of experiencing such an open magic system.
I think part of the issue is the pursuit of ballance ... why not have an MMO with magic like this? would certain people learn how to min-max a system like that to creat crazy messed up builds? of course ... but let them ... most people would be more interested in having fun I think
For a single player game I really don’t thing balancing it too important just make some areas harder if they are meant for late game. It’s up to the player to decide they are going to figure out how to use the game mechanics to skip part of progression.
Me and my friend played this game quite a lot a long time ago and got so broken that when we fought, it looked like two gods fighting and everyone around us died because we could just spam major spells but couldn't kill each other.
i remember finding two worlds 2 a lonnggg long time ago for xbox and noone ever heard of it. but i remember playing it and it was fun as hell. very different kind of rpg. and yes i remember the magic being cool too
i remember doing a spell that used trap and spray combined in a way to make some 150 projectiles that would split when they bounced and kill everything in the area. stupid expensive to get but was funny to mess with
I see a lot of comments about Path of Exile, but that game came out 3 years after Two Worlds 2 guys. And even though it has somewhat similar system with gems, it's not really directly comparable because it's an arpg. They are basically two different worlds... Get it? Two diff... Ok I'll stop now.
Well, I agree that Path of Exile and Two Worlds 2 are quite different games, but they are still having the same root, which makes this video not exactly useful?!?! I mean for this particular time when both games are released for quite some time, I am sure people made connections. So yeah, you said you have not seen this system implemented in another RPG, which is incorrect!
Basically Path of Exile has most of the stuff Two Worlds 2 had + another layer coming from items. For example, I was doing a build that had as much strength as possible to maximize a unique item called Replica Alberon, which gives chaos damage based on how much strength you have. Then I was using wands and a attack skill for a way to deliver the huge amount of chaos damage that the boots were giving me, while also having a lot of HP due to the fact that Strength gives 2 HP per 1 Strength. And did I mention that I was also poisoning enemies and that chaos damage adds a lot of damage to poison? And this isn't even that complicated of a build, there are some crazy stuff you can do when mixing support gems and Unique items, I have almost 3k hours into this game and there are still builds that I haven't tried.
Now something of a different perspective, but much more interesting magic system is in Noita, the game basically being about that (and how it interacts with all the physics). Might not look good(the game) at first glance, but I encourage you to take a look at it!
Yeah, Both modular magic systems, but totally different in the end.
My first thought when seeing the magic system was Saga of Ryzom.... an old mmorpg from 2004 that sadly never lived up to it's potential... though maybe cause it was actually ment to be a showcase to sell it's system instead of a MMO for players if i believe that info.
You're on point with the "overbalancing" issue. Some new RPGs feel like they're making every single playstyle have an identical experience.
Overbalance and having the same experience are different games
Many games has tons of ways of playing, and they are somewhat balanced
Division 2: you can be a mage, assault rifle, shotgun, sniper, a combination of these. All viable and different experiences. Really well balanced experience
monster hunter world: 14 weapons that change how you play, all viable and well balanced.
Final fantasy xv: 100% mage. 100% raw dmg. A mix of both. Focusing on techniques. Focusing on hack n slash combos
All deliver different play styles, all viable and well balanced (all super strong)
I dont even remember right now a game that has overbalanced a game to the point that every playstyle is too similar. I dont know. Kingdom hearts maybe? I dont even know if this logic apply to that. God of war? I didnt play it till the end, not sure if playstyles are too similar.
Exactly, and worst part is overused level scaling for me.. Totally breaks immersion and feeling of progression. I wanna be OP that's the fun in it g*d*m*t
@@MemoriesLP _"a game that has been overbalanced to the point that every playstyle is too similar"_
Elder Scrolls Online
Also, how are Division 2 "classes" yielding different play styles? I thought the entire game was "hide behind cover - peek - empty magazine - repeat"
@@jesperburns well, you can simplify any game like that
Dark souls is just dodge and attack.
In Div 2, you can be medic, dps, tank, status effect, skill, support. In many different ways
A dps can be close range, with status effect or explosive dmg to help. Or more close range a bit tank.
Can be a ranged dps with assault rifles. Or just sniper. Can be close range mid range.
Status effect can be fire, blind, confusion etc. Each combination of skill will change a bit how you play
Explosive will be more about crowd control. You can deploy skills that hunt enemies and distract them.
Tanks can be super ultra tanky. Or a tank that gives extra armor to the party.
You can be a dps that uses deployable skills to distract enemies, using that advantage so you can attack them
These are just some of the examples.
Each type of gun you use requires a different build, and a diff way of playing the game.
Then you have the skills that each will change how you play. Then the roles (dps, tank, medic etc). Then the group ypu are playing.
For example, a close range dps role can be super different if you use shield+healing, or explosive+fire. So even inside the same role, you can have a big difference in how you play
@@MemoriesLP Well, Dark Souls is an excellent example of a game that has very little play style variety (though not because of the builds or balance but simply because of the type of game).
I'm not sure if we have the same idea about what that term entails. MMOs and MOBAs have play style variety that are more than just "aggressive or safe".
Though I just watched a "3 Best builds" Division 2 video and I gotta say, for a gun-based game that's pretty good play style variety.
I have doubts about them all being as viable but I'm not gonna spend hours trying to find that out.
Me: Oh you're a mage? What kind, like what spells?
Mage: I'm a pyromancer. I throw fireballs. What about you?
Me: I am ANVIL MAGE, I summon SWARMS OF ANVILS TO RAIN UPON MY FOES
sounds dangerously close to barrelmancy from DoS/DoS2 ...
@@AndriiGook they’re probably friends, this barrelmage and anvilmage. They probably aren’t buds with bedmage though, he’s a prick
What about dressermage? Noone likes him but have to admit the guy has killer fashion.
Dildo mage enters the chat
I CAST FIST!
It's like the devs developed a system that would allow them to create spells more efficiently and decided that it was just too much fun to not give to the same tools to the player.
This is the programmer approach.
Spell making + Dragon’s Dogma’s scale and magnitude (eg Mealstrom and such) would be spicy.
- oh man, that would be so epic.
Play as a fighter
Then set your pawn as sorcerer
WHY I CAN'T SEE ANYTHING
There was some big spells from a game called "Sacrifice" (Older than gothic games for sure).
@@undaredeallende822 Sacrifice was 2000 If I am not mistaken. Great game, rather difficult, TPP RTS with RPG elements. Great voice acting and characters.
@ilove bigbrother No they want a good impactful magic system not whatever morrowind has
I love how you explain a mechanic then actually show it. Such as with the ricochet and homing effect. So many uploaders would have just spoken on it and not recorded footage to show. The extra effort is appreciated!
I miss RPGs like Morrowind where, if you followed spell creation and enchanting far enough, you could basically become a god.
Yeah, I miss that kind of games too. Games like Two Worlds and Morrowind, Wizardry8. RPGs where everything kicks your ass in the beginning but by the end of it you could become an unstoppable demigod. The feel of progression is so good in this kind of games. Nowdays every RPG feels like Oblivion. Level 1 - you fight bandits. Level 80 - you still fight bandits but now they wear the best armor in the game for some reason.
So true, the spell creation system in elder scrolls games (better in some than others) is really fun to mess with. I would enjoy making a breton or khajiit mage build that focused on frenzy and illusion spells. Hilarious to frenzy a whole bandit camp and have them all kill each other, then using stealth to finish off the last one standing.
One of my most fond gaming memories is when i perma-enchanted regeneration to my undershirt in Morrowind and levitation on something else and would just fly around like some untouchable Elder Scroll Superman. Is it game-breaking or rather game-making if your goal is simply to have fun? After all I could always take my costume off if I want to challenge myself but modern games don't ever give you the chance to experience that.
@@cheezus4772 It's not game breaking if they're all part of vanilla game. That even sounds lore friendly considering the deification of most elder scrolls protagonists.
to bad they never tried to harness that scale of complexity. Even the divines themselves could get out crafted by the player character. imagine if they made a game that factored in all the meta hacks people are known for, and said oh cool you finally figured that out, guess what your not the first, introducing bla bla. Who knows, writers these days are lazy, and lack the long sight to make epics.
Holy shit, this video is not clickbait. It actually is the best magic system
I loved Two Worlds II back when. I chased to get more and more mana so I could spray summon skeletons at mass at once, as the heftier the spell the more mana it would cost.
It was an awesome feeling.
Though this wasn't the case when this whole overbalancing thing began, these days so many single player games have a tacked on multiplayer and some even link the two modes by making the multiplayer have effect x on the single player. Thus, it's become even less likely that we'll see systems that emphasize fun over (over)balancing.
I don't know why he didn't mention it but Two Worlds II actually DID have a multiplayer mode. I distinctly remember doing a horde mode with other players in the swamp and that's how I learned how broken the spell system could be.
If its a single player game with tagged on pvp then better expect some broken stuff. Thats the fun off it and its not like you cant make op shit yourself.
If this is type of magic system interests anyone, I suggest looking up a rogue-like game called NOITA. The amount of combos you can create with the wands system is insane.
Balance in the game isn't even an issue for two reasons, the spells you can get are purely RNG, and the enemies are insanely difficult... I'd even argue that the enemies might be too difficult sometimes.
CHAINSAWWWWWS!!!!
*Sees title*
Me: This better be about Two Worlds II
The magic system looked pretty great. I love creating my own spells in games and I wish developers would do that more. You're 100% right.
I am very happy I found you. Two Worlds is so overlooked, yet I can vividly remember how this game inspired me as a young teen.
And I didn’t even know anything about the magic system really until your video right now. It has some other great aspects like the story, the different areas in the world, especially the university with the jungle which transitions to this fallout like deadzone. And then the mines in the desert with the people working the mineral and getting sick.
Maybe I am overdoing it a little as I am speaking from my memory but to me this game truly was and is awesome, especially with its unique RPG systems.
Thanks for the video. Is there more coming in the future about this?
Edit: Another note is how they managed to make amazing graphics run on very low specs. I had a really bad PC, even at that time and I couldn’t run such details so fluently in any other game back then.
In my teenager days, the first Two Worlds, Gothic and Divine Divinity were my bread and butter. Those games are so good and at the same time, so unknown by the general populace, it's pretty sad.
Outward's magic system is satisfying as well
Requiring stacking spell casts to make anything happen
Balance doesn't matter if you're having fun. Being OP is only bad if it's boring.
Funny thing is I had this game since release. And played as a bog standard dude in armor with a sword...
I managed to make a spell that was a tornado of flaming anvils, it one shot everything to the point it would shove them through the wall/floor and into the void. It would sometimes crash the game but it was so much fun.
This is basically how the Kineticist works in Pathfinder.
You pick an Element
You pick a Form, which is the attack type (missile, cone, explosion, etc)
You pick a Substance if you wish, that adds effects like Blind, Knockdown, etc
So, you don't recommend buying this game, but you would like us to play it. Got it
*Puts on a tricorn with a sewed skull on it* Yohoho, A gamer's life for me
Found this channel right now and I'm loving it :D
You should check out Arx Fatalis' magic system. One of my favourites, due to the casting system, that also includes rune combinations to create different spells. Although it comes nowhere close to the chaos possible in two worlds.
I paid two bucks for this game in like 2013 and had a blast grinding Marshlands in multiplayer. Good memories. :)
Thank you for making this video. I was a huge 2worlds fan and preorder 2w2 before it got delayed several times. Initially I was majorly disappointed the game was drastically different than the first in every way possible but I soon realized the groundbreaking magic system in the game. I played with it extensively and ended up creating a spell that shot an AoE magic-negate because there was a spell that every top player was beating me with(I think it was because Europe got a dlc before the reat of the world). That spell I made totally countered the overpowered offensive spell and allowed me to use my own without risk. It was so unique not a single other player had made it and I was one of 2 North Americans in the top 5 of the leader boards on 360.
The magic system in mortal online was great , only multiplayer game w/ one server that had mages changing the weather to be able to cast certain elemental Magic’s .
There’s like half a dozen schools of magic in the first one , and mortal online 2 will feature even more in the coming years .
I will allways remember my playthru of this "mediocer" game just because of that magic system I just loved it, in the end of the game I was so powerfull in a fun way not broken, and I feelt like it was because how adept I had become by making my "own" spells
As someone who LOVES well balanced combat systems, I also love when I can find ways to break combat systems in novel and entertaining ways. I still, to this day, remember first figuring out the 100% chameleon + 100% damage reflect trick in Oblivion all on my own. Using it you can create a set of armor that makes you constantly invisible AND invincible. It's OP beyond any rationality, yes, but also a delightfully entertaining and memorable way to terrorize the AI.
BIG NEWS: Local wizard has fallen to death after summoning an anvil tornado to creating a stairway to heaven and no way to get down safely.
At the time it seemed like a good idea.
This definitely looks like an awesome magic system. Totally agree that more developers should allow more creativity like this. That's the beauty of any magic system in fiction, when the user/reader thinks of interesting ways they could use the magic.
You could really have some fun with this system, I made a spell that enabled me to fly with a boat
Its honestly sad that we dont get many games that have good fleshed out magic systems.
My favorite and most unique magic system was from the game Magicka. It's more of an arcadey kinda game, but there's never been a system that made me feel like I was actually conjuring spells on the fly. The spells are created using joystick movements in unison, with the difficulty ramping up depending on the damage.
There's a pretty obscure game named Magicmaker. It's a 2D indie platformer with a similar spellcasting system (which is basically what this game's all about).
i loves that oblivion had a craft a spell system it was just slightly underwhelming what you where able to make
I absolutely love Two Worlds and still think its one of the best RPGs of all time, despite its flaws. Solid video man!
I was obsessed with this game when it was new, I dumped like 300 hours into it. The thing I found to be really odd is how the game got DLC like 10 years after it was released. It was so long after everyone forgot it existed that I can't imagine it selling very well (even I never bought it just because I felt I saw everything and DLC isn't going to get me to dump another 50+ hours into it).
Anything newer you could recommend now?
I remember grinding the final quest "The Marshland" in multiplayer with a max spray water missile spell where each projectile left an AoE that continuously ticked quite a bit of damage. They were also overlapping and lasted quite some time so it was basically no chance any enemy could reach me.
It was also so cheap to cast that my mana regen was enough to keep it going indefinitely. So most of the time I just went afk while my dude was auto-casting the spell the entire time, killing wave after wave after wave of undead.
One aspect I also really liked about the TW2 multiplayer in particular was the village mode, which is also underappreciated in my opinion. I just wished that it would be even more impactful with maybe some special quests or a bigger/more meaningful open world surrounding it.
If you like this kind of spell customizability, you might like Fictorum. It is very similar.
Soul Sacrifice has my favorite magic system. It is so versatile.
I remember playing this at uni study rooms xD
Man, I never realised the potential of the magic system, never really delved into it
I have been praising this magic system since the day I first played it.
It's actually my favorite game of all time 😂 The soundtrack and atmosphere is amazing!
Nice! :) I just bought it and it looks awesome on PC. Cheers.
@@joeyxl3456 Cool! Pretty old game, but the lighting looks pretty good still. If you get drawn in and complete the whole main story, I recommend the DLC called Pirates of the flying fortress. Got a pretty good story with some interesting locations and new loot.
@@UserNotFound00101 Cool thank you. Yes I got that DLC as part of the Velvet edition. I installed it and tested it out for a little while and it looks awesome on PC. I'm back playing the Witcher 3 again but I'll be playing Two Worlds 2 after that. Cheers! :)
YES!!! I tell people often enough. Two Worlds 2 might not be the best RPG out there. Might not even be all that great. But what it has, is THE BEST MAGIC SYSTEM!
Dude I spent hours upon hours messing with spells in this game and I had no idea you could make yourself fly on anvils lol
That's pretty cool.
Honestly I wish more games had magic crafting systems, cause really that's a big part of what's appealing about magic, the scientific side of it, where you figure out the laws that govern this world and binds them to your will.
When I think of an arch mage I don't think someone who can cast bigger fireball than others, I think someone who discovered a new school of magic, invented new spells, or discovered new applications to old effects. The bigger fireball aren't what matter,s what matters is how they managed to produce fireball bigger than others by combining it with a wind spell at the core of the fireball to expand it's size, or something like that.
The problem of magic is that it's too cool so developpers usually try to make it so that it's not way better than other playstyle, but by doing that they make it boring.
Magicka and Noita picked up right where TwoWorlds left.
I really like Arx fatalys magic system pretty much. At least back in day.
It’s funny I knew what game he was going to talk about before I even clicked the video two worlds 2 magic system was awesome
First thought comes to my mind is Path of Exile Gem - Link system.
oh they joined cd project red that explains a lot
Great video! You should also look into Mages Of Mystralia. It's a story-focused ARPG with an extremely deep magic system somewhat reminiscent of this one. Also check out Noita, which is a roguelike that's been mentioned in other comments. Very difficult to beat, too.
Im lovin that levitation exploit. Theres no way the devs intended those spells to be used that way.
magicka 2 has this kind of spell creation by combining several keys, pretty neat
Yeah, great game. Wish there were more similar games
Interesting, does it have any similarities with Tyranny's magic system? Cause it was amazing that one, too! Great video!
Looking for answer too. Ditto!
Yeah, this magic system was wild. I just ended up putting a Varn summon on a homing projectile and didn't need much beyond that. With every enemy I saw I'd just spam that spell, and in no time they'd be surrounded by an army of Varn kicking the daylights out of them. But the best part was how they'd follow you around after having dealt with any enemies in the area. So you do the arena sidequests, and I'd just body every opponent with my Varn army, and then walk into the manager's office for my reward. But during the cut scene of him telling me about my combat prowess two dozen Varn would come marching in and start staring him down from behind my character.
I love this game for this very reason and have always been hated on. Thank God someone else sees the greatness
That was the game!!! The only thing I remembered about Two Worlds 2 was this system!!! Years later, I completely forgot about this game, but the system I remembered! I always thought that other systems could be more interesting, like this one!
im currently looking to create an unique magic system when a player creates his own skills.. it has to be fun, and this idea its really good
I remember this game, I used to cheese it with multiple summons and just chill in the back xD
Its a pretty good system that allows for many combinations which was somewhat adopted later by some other games like Path of Exile for example but there is the thing, while this allows for many combinations of spells and possibilities like flying or other utilities, etc but it doesn't seem really great at the magic combat tactics from what I've seen in your gameplay here and showcase.
I'll explain what I mean by magic combat tactics..One of the really good example for that is Dragon's Dogma that you showed a clip of in the beginning of the video. Casting magic there takes considerable time and channeling and some spells, the more you channel them, the stronger they get not to mention that sometimes some spells can be challenging to aim with if you want to snipe mobs from a higher range and that mobs can interrupt your cast or that you are so slow and rather vulnerable while casting or that you use stamina to cast your spells which is what you also have to use to sprint and if you run out, you are forced to rest for a few seconds rendering you completely vulnerable during that time.
So here all these restraints present my point because, you'll have to be tactical about your decisions when to cast and when not to and about your positioning and choice of spells and if you should charge your spell abit longer to shoot more projectiles or if you should just shoot it right now in this or that situation or if you'll even be able to lock in and shoot all your projectiles unto more nimble enemies without missing so all these choices and decisions keep you thinking and evaluating your decisions specially early on and against mightier and deadlier foes such as the ogres.
What I saw you doing here in the video is mostly combine a unique spell the way you liked it but then just kept spamming it over and over with basically 0 tactics when it comes to the actual combat gameplay. Like you didn't even need to kite nor aim because, the AOE combination reached everybody as it was pretty much a 360 with a ricochet and so on. Even with the most basic fireball you showed at first, I can only imagine the only 2 needed tactics would be kiting and aiming as if you're playing an archer character. I saw almost no cast times, no restraints almost not even to mobility, not many choices to make there or tactics to consider other than the very basic.
So what I'm trying to say what you present here is truly a very cool magic "crafting" system but not a good magic COMBAT system.
Now if some game could combine Two World's magic crafting system with say Dragon's Dogma magic combat system, that would be really neat indeed.
"I dont recomend buying it now..."
Yarrr, thanks for the tip mate!
XD
Lol
I 100% agree. I had more fun playing a caster in this game then any other. It's bad that's the only memorable thing about it. I've been wishing for years that someone would come along and take inspiration from it.
Man i thought no one was ever gonna notice how amazing this magic system was xD
Ever seen Noita? Its outside what i see you play but it has magic a lot like this except its a side scrolling rogue like. IT uses broken balance to its advantage because enemies are OP but combinations of spells you can come up with feel game breaking while enemies remain dangerous at all times.
Before it was patched out I created multiple auto-cast spells using the glitches, and could have 2 casting at once. Think I made it to Lvl 314 farming the MP Swamp with friends. Team Kill spells were also fun.
spell customization in this game definitely looks pretty cool. it has depth and allows some fun combinations. has there really been no game since to give the player this much customization?
Check out Tyranny. Not the same level as this but you can make some pretty cool stuff
Path of Exile promised something similar in its early beta days with skills customization, but the current system is streamlined to almost just passive modifying instead of altering how skills look and feel.
Noita is a 2D roguelike, but the wand customization mechanic is incredibly similar and a lot better in my opinion
Yeah, I was totally bummed that they never made a two worlds 3... definitely the best magic system to date, especially with summoning and walls.
Now I understand why someone absolutely love this game, the magic system is indeed interesting
I really hope they make another game like this. DD was the best RPG game ever.
Wow this was the most perfect list I've seen. I agree 100% with all your recommendations right down to #1 Which DD has the best combat of any game period. All the combat. It still hasn't been topped yet. Great too that someone mentioned how great Between Two Worlds was in some areas. It was a totally panned and spat on game when both released but they had great RPG systems, one of the best Fast Travel systems since Ultima Online.
Dang! This is really impressive! I have been thinking about trying Two Worlds II now that I've gotten rather tired of Skyrim. I love Oblivion and Morrowind, but even those I need a short break from. I keep going back to Oblivion time and again because it just works so well on my PC and is so fun to play. But I am always up for some variety.
I don't think I've ever seen a magic system that is quite this customizable before. Certainly more so than Oblivion. For a mere $24 on Steam, I think it might be worth a try.
I truly wish we could get more RPGs with magic crafting like Two Worlds 2. Unfortunately, that is extremely unlikely to ever happen. So many developers push balance and nerfs, even in our single player games. It's one of the reasons I almost always buy physical now as it gives me control over what patch I choose to play on. If that patch has an OP build that I enjoy or mechanics that feel good but later got patched out then I don't have to deal with that. It's my game and I want to play it how I enjoy it, is the way I see it.
You say they have not been replicated, but my 13 Cycles game had a somewhat similar system. In each spell you can have 1 Carrier (Form), 4 Effects and 4 Modifiers.
Looks like a neat magic system. Makes me think of the game, Noita. Wtf is up with that running animation, though?
Morrowind/Oblivion with mods + Tyranny + Two Worlds II with the simplicity of Wizard War would seriously just be the gold mine of spell-craft customization
I must of replayed two worlds 2 about 6 times I really love this game and I wish someone would copy its magic system
So technically you can get to the final game location using walking on water potions/spells and then using the tornado that you can fly over the rocks with
Letting you walk on stuff you create while manipulating them sounds really cool.
On the topic tho, I think its mostly because of modern gamers thinking that gameplay should be simplified and developers responding in kind by making simple one button magic systems.
Theres also the fact that the internet is accessible by almost anyone that can afford to play games at this point and that everything is figured out at day 1 most of the time, leaving no room for experimentation on the player's part.
When I saw the title, I thought of Two Worlds right away. Never played the sequel, though 😅.
game looked hurtin, then i saw you create a cloud of circling stone and then use it to climb a rock wall OMG THAT WAS SICK
Honestly, I don't see how this would be a balancing issue in future games. As long as you make it just as accessible to the NPCs (and other players if it has multiplayer), there's no need to balance it. There's no shame in making magic in your RPG be as creative and powerful as possible. In fact, I think all magic should be like that. Make it feel like an actual force to be feared, as it should be. A warrior may not be able to learn as much in the realms of magic, but someone able to swing a sword AND cast spells is still a force to be reckoned with.
Path of exile has cool mechanics that you can create your own way to play skills. They end up feeling very similar though.
Final fantasy tactics actually has an interesting way you can play also. I would love using the knight skills to break armor with ranges attacks. Also, I loved building defensive monsters with damage taken from mana, then gained mana when you walk, combined with a lot of evasion. Nothing could hit you, and then they had to hit twice before they would do damage to your life.
The ArsMagica 2 mod for Minecraft actually does a similar thing. Of course, Minecraft is a completely different game, but maybe that's another good way of experiencing such an open magic system.
I think part of the issue is the pursuit of ballance ... why not have an MMO with magic like this? would certain people learn how to min-max a system like that to creat crazy messed up builds? of course ... but let them ... most people would be more interested in having fun I think
For a single player game I really don’t thing balancing it too important just make some areas harder if they are meant for late game. It’s up to the player to decide they are going to figure out how to use the game mechanics to skip part of progression.
I loved this game when it came out and I never played as a mage. I was a warrior. I definitely wanna play again as a mage
Me and my friend played this game quite a lot a long time ago and got so broken that when we fought, it looked like two gods fighting and everyone around us died because we could just spam major spells but couldn't kill each other.
That magic system is actually a great idea.
The expression is “far superior”. Great video! Thanks :)
Magicka 2 and Noita both have great spellcasting systems
I remember when this came out i freaking loved it!! If i remember, right u could play with your friend
Tons of falling stones...
Horse: This is tickling me. 6:20
i remember finding two worlds 2 a lonnggg long time ago for xbox and noone ever heard of it. but i remember playing it and it was fun as hell. very different kind of rpg. and yes i remember the magic being cool too
While not as extensive as Two Worlds 2, the spell creation system in Tyranny also allowed a fair amount of flexibility and personal expression.
I played this games long ago and as vivid mage player I loved the spell system
A simpler version of this would be sick in BoTW 2
loved that game, even if it was not received too well
Grats of 50k dude!
i remember doing a spell that used trap and spray combined in a way to make some 150 projectiles that would split when they bounced and kill everything in the area. stupid expensive to get but was funny to mess with