![]() ![]() Read on for our full review of Two Worlds 2. But in a game as big as Two Worlds the answer needs to be qualified with a little more complication than that. So have they succeeded? Is Two Worlds 2 the proper game they promised us they would make? Does it succeed at forgiving past transgressions? Is it better than Two Worlds 1? In one word, yes. Like the underdog in a David and Goliath story, and to the surprise of everyone, the developer decided to give it one more go. Reality Pump, however doesn’t seem like that type of studio. You would think that’s what they would do. You would think that after a showing of that magnitude developer Reality Pump would encase the name “Two Worlds” in a deep and dark tomb never to be spoken of again a growing darkness beneath the earth only to be unleashed if some unwary traveler were to desecrate its remains. It was known as a primarily buggy and awful affair, the butt of jokes and hilarious Youtube videos the world over. Which is a pity, because it gives a slightly low-budget tang to what is otherwise a solid and worthwhile action RPG.When the original Two Worlds was released upon us it quickly earned itself quite the infamous reputation. The animation could be a lot better too, and the voice work. When you look at each individual element on its own, like the armour, weapons, buildings, flowers, and so on, they look good, even fantastic – but when you put them all together… something bad happens. The only real drawback to Two Worlds II, apart from the controls being a bit fiddly sometimes, is the visuals. If you can get online, you can invite some friends (or strangers) to play with you in the game’s various multiplayer modes, where you can create a custom male or female character, and go through one of the game’s several multiplayer-specific co-op campaigns or duke it out with other players to prove your skills in the arenas. The alchemy is also complex, and there are hundreds of ingredients for players to mix to discover new potions. The magic is one of the deeper systems I’ve seen in a videogame, requiring players to craft their own spells by combining effects to create new and unique spells ranging from radial fire blasts and homing poison missiles to summoning demons or raising dead enemies. It’s also real-time, so no excruciating turn-based stuff here, thankfully. The combat is simple but satisfying with enough special moves and weapon types to keep it interesting. That aside, there is no shortage of enemies to fight, and they’re incredibly varied from one region of the world to another. I keep expecting him to bust out a gat one second and ask, “Feelest thou lucky, punk?” You are also stuck with the default character, who is a kind of generic, medieval Clint Eastwood. Players are only able access to more parts of the huuuuge world as they follow the main quest, but there are plenty of side quests and guild missions and such to dabble in along the way. That is one ugly interface.Īs far as RPGs go, Two Worlds II is a mix of linear and open-world. As luck would have it, the hero is rescued by a group of renegade orcs who agree to help him free his sister in exchange for his help in bringing down the evil mage. The evil mage who has imprisoned them is using the hero’s sister to siphon the god’s power bit by bit. ![]() Players are put in control of a nameless hero imprisoned alongside his sister, who is apparently a channel for one of the world’s gods. As such, I’m not sure whether the second game, Two Worlds II, is a direct sequel or not – but one thing I do know for sure is that it’s a huge improvement. ![]() What good ideas it had were buried under more flaws than even I could be bothered to dig through. I couldn’t stomach the first Two Worlds game long enough to finish it. ![]()
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