My failed plans of being a world-conquering mage aside, a bigger hurdle to get over is the roughness of Two Worlds II's technical production. ![]() A little tweaking for efficacy felt like it was called for here. Unfortunately, I never found results that even remotely approached the effectiveness of dual wielding twin maces or blasting a monster up close with a volley of multi-arrows. The player must amass a number of enchanted cards, card-holders and magic staves in addition to devoting many skill points into various disciplines in order to take advantage of the spell-creation system. On the other hand, the magic system is even more detailed than the equipment I just mentioned, yet has less payoff. A minimum of effort yields great results here. Loot whores and mod fiends will find a new kind of addiction in Two Worlds II, and it's all very straightforward and easy to understand. The options are surprisingly deep, with a huge number of things to tinker with and customize to a player's particular taste.įor example, gems can be attached to swords and shields, surplus equipment can be broken down into base materials and used to improve favorite items, and there's an absurd number of ingredients that can be cooked up into formulas of all kinds. Supporting the speed and ease of play are various player-friendly craft systems which allow modification and improvement of weapons, armor, potions, and magic spells. There's tons to see and do, but the critical path can be burned through if that's what's desired. While I enjoy digging into huge RPG adventures just as much as the next critic, it was a pleasant surprise to find one that wasn't afraid of letting the player forge ahead at their own pace. Hell, the main character even runs like the wind. While the square footage available to explore is impressively huge, quests are laid out in an easy-to-read fashion, map markers point out nearly every goal, and plenty of teleports scattered throughout the kingdom make fast travel a snap. The quick pacing doesn't just apply to the combat. ![]() Players can switch back and forth between three completely different equipment sets (melee/arrows/magic, for example) with just a push of the d-pad, and the ability to map several buttons on the controller means that players will have easy access to items and abilities in the heat of battle without diving into menus and choking off the flow of the action. While it certainly doesn't skimp on a level of content that's comparable to something like a slightly smaller Oblivion, the two games display wildly different sensibilities in terms of how they approach the player.įor example, Two Worlds II's combat takes several cues from traditional third-person action games, and the pace is always high. Once the adventure gets rolling, the thing that's most important to understand is that Two Worlds II puts a huge focus on action and fast-paced play. Instead, Reality Pump starts right in on the action and brief tutorials of the game's many systems. Luckily, although it is a sequel, there's nothing lost by starting fresh since the plot doesn't hinge on past events. Since I could only stand fifteen minutes of the first Two Worlds, I had no idea what was happening or who these characters were. No one could have guessed based on past history, but with work like this, developers Reality Pump should be holding their heads high.Ī third-person open-world role-playing game (RPG) with real-time combat, Two Worlds II starts off in medias res with the main character and his sister under the control of an evil overlord. ![]() Even more surprising, Two Worlds II is several orders of magnitude better than the first. Naturally, a sequel was never expected… but one has arrived. The title quickly became a running joke, gaining legendary status as one of the worst out there. It was a colossal failure, and the reviews were scathing. WTF So why is it called "Two Worlds"? I only see one here…īack in 2007, the first Two Worlds was released. LOW The major boss battles can be a little sketchy. HIGH One of the most surprising and substantial improvements in quality, ever.
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