RPG called Two Worlds, developed by Reality Pump and released in 2007, was decent game, but from physics side we memorized it for it’s negligent implementation of PhysX SDK (on CPU) – badly tuned ragdolls in initial release, laggy cloth simulation (disabled with first patch) and Character Controller, that makes enemy archers a tiresome kill.
Add-on Two worlds: The Temptation, announced in Q1 2008, evolves later on to a complete sequel – Two Worlds II, based on next-gen GRACE engine.
However, physics solution provider for Two World II was unknown, but Mirek Dymek, project leader, reveals in 12th issue of Antaloor Post (sort of devblog) that PhysX SDK is still used. According to Mirek, world becomes much more interactive compared to title’s predecessor, physics is used to simulate magic effects, moving cloth, chains and ropes in realistic way.
On first gameplay teaser you can notice character’s cape, simulated as cloth, and lamp on a chain dangling in the background.
Two Worlds II will be available for PC, Xbox 360 and PS3, status of GPU PhysX support is unknown currently.