TopWare Clarifies Two Worlds II Delay


Yesterday, SouthPeak Games released a lengthy statement explaining why it had decided to delay Two Worlds II from its planned October launch date all the way back to January 2011. According to SouthPeak, the game was delayed to give it more QA time to make sure it is “absolutely flawless when it launches in the North American market.” However, in a statement released today, TopWare Interactive essentially says that’s a load of bull.

The full press release is pasted in below, but in quick summation TopWare basically says that production on Two Worlds II is a wrap, and that SouthPeak citing a need for additional development time is “factually incorrect.” All localizations have been completed and the game has already gone through final QA testing as of mid-September, and that the real reason behind the game’s delay in North America, Australia and the United Kingdom primarily stemmed from a desire to get the game out of the crowded holiday season. So it was a business decision — and probably a smart one at that, even though early 2011 is just as packed with games as the remainder of 2010 is…

Two Worlds II is still on track to ship on October 21st in markets where Zuxxez Entertainment is the publisher, because remember, the game is a finished product. And except for any patches or DLC Reality Pump releases during the intermission, the game will be no different in January than it is in its current state.


Regional Launches in North American, United Kingdom, and Australian Territories Delayed into 2011 Over Market Concerns

Las Vegas, Nevada – September 28, 2010 – TopWare Interactive announced today that publishing partner SouthPeak Interactive will postpone the launch of Two Worlds II™ until January 2011 within the North American, Australian and United Kingdom territories. The October 21st, 2010 release date (previously announced for those markets in which Zuxxez Entertainment holds publishing rights), remains steadfast and will not be postponed. The decision to delay the game within regions in which SouthPeak Interactive holds publishing rights arose primarily from concerns that the RPG genre was exceptionally crowded during the remainder of the 2010 holiday season. This created a troubling scenario which was not ideal for an independent title such as Two Worlds II™, and after careful consideration the choice was made to postpone the game.

“Since the first announcement of Two Worlds II, we’ve very much been branded an underdog in a genre loaded with extraordinary franchises,” commented James Seaman, Managing Director at TopWare. “That said, this is a year in which we’ll see many of these great series roll out their latest installments, and naturally they’ll do so during the holiday season. Truth be told, fans only have so much time to spend playing these content-rich games, and there were concerns our title could potentially be lost in the fanfare. Our publishing partner SouthPeak, to their credit, has acknowledged this fact and made an adjustment, postponing their launch of Two Worlds II™ into early 2011. We truly feel that we’ve developed a game that is poised to push the RPG envelope in many respects, from spell-casting to multiplayer, and everyone here can’t wait for the opportunity for others to share in our hard work with us.”

A previous announcement made by SouthPeak claiming the game was unfinished, and was being delayed to provide additional development time is factually incorrect. All production, including QA and localizations, on Two Worlds II™ was wrapped in mid-September. Fans can rest assured the October 2010 and early 2011 releases will mirror one another in terms of content, with the exception of any patches or updates released between now and early 2011.

As development studio Reality Pump forges forward with preparations for post-launch support and downloadable content development, fans in delayed launch territories can take solace in the fact that any multiplayer balancing issues addressed or additional free content published after the October release will be included in 2011 retail launch.

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Matt Litten is the full-time editor and owner of He is responsible for maintaining the day to day operation of the site, editing all staff content before it is published, and contributing regular news, reviews, previews and other articles. Matt landed his first gig in the video game review business writing for the now-defunct website After the sad and untimely close of BonusStage, the former staff went on to found After a short stint as US Site Manager for AceGamez, Matt assumed full ownership over VGBlogger, and to this day he is dedicated to making it one of the top video game blogs in all the blogosphere. Matt is a fair-minded reviewer and lover of games of all platforms and types, big or small, hyped or niche, big-budget or indie. But that doesn't mean he will let poor games slide without a good thrashing when necessary!