I was also taken aback by some of the game's moral ambiguity. While some other RPGs bill their moral choices as a big selling point, Two Worlds II actually has quite a few situations without ideal solutions, or parties that are happy to manipulate you to their own ends. One section of the game, for instance, revolves around a string of murders committed by rebels to Gandohar's regime - is it right to support the rebels, even if they're violent criminals, or is order brought by the guards more important?
This also becomes a problem with the quest design. Two Worlds II is stuffed full of dozens, if not hundreds of fetch and kill quests, and most of them aren't at all interesting. Many of them seem purposely built to make you run into remote territory, back and forth, just to waste time. While other "hiking simulators" like Skyrim can be criticized for being mostly devoted to traveling the world, the key difference is that Two Worlds II largely lacks any interesting locations to stumble across, random encounters to take part in, and so on. The point of these simple travel-based quests in open-world titles is to give incentive for exploration, and Two Worlds II pretty much has none to make doing those quests worthwhile except for the experience and loot.
Last, and most interesting (especially for Elder Scrolls fans), Two Worlds II has a pretty interesting and original magic system which revolves entirely around creating your own spells. By using magical cards with different properties, it's possible to summon various creatures, apply buffs, throw around elemental bolts, and just about anything else you'd expect from an RPG, but with the added flexibility of being able to choose how you use those base components to your advantage.
It all falls apart for a few reasons. First, character movement can be clunky due to the fact that it's tied to the physics engine. Momentum, terrain and other factors influence how you move, which is fine for exploration, but in combat it means that movement can feel sluggish, or floaty, such as when making sudden turns or running up or down hills. Many of my deaths could be attributed to the controls, and sometimes I was killed because the ragdoll corpses left behind by enemies blocked my retreat path.
In the end, I can give my recommendation for Two Worlds II - on the condition that you're willing to overlook a lot of problems. Although it's not a game I'd personally buy at full price, if you're able to find it on sale, especially the Velvet Edition that includes the expansion pack, it will give you more than enough value for your money. Either way, I'm eagerly awaiting Two Worlds III, as I'd like to see the good ideas explored in Two Worlds II come to a more refined, developed, and polished form.