Two Worlds Reviewed
The main storyline is both trite and fairly short. The good news is that you can totally ignore it for as long as you want. In fact, once you complete it, the game is over. There is never any sense of urgency, so every once in a while I'd complete a small part of it on my way to exploring a new location. When I finally decided to get it finished, it took me less than an hour and to be honest, the final 'Boss' encounter was a total disappointment; one hit from me and it was all over.
Exploring the world is something we RPG players love to do and Two Worlds offers a large and diverse sandbox for us to play in. Teleporters are everywhere, so once you've visited an area, there is no need for tedious backtracking. In fact, several areas even have merchants stationed right beside a teleporter to make selling all your loot easy. Once you obtain your own personal teleporter, you can even escape the middle of a dungeon to clean out your inventory and return. While some people decry this, for me it makes gaming more enjoyable. I hate tedium for the sake of 'realism'.
Weapons and armour are both plentiful and varied in the game. You can eventually deck out your PC in whatever takes your fancy and with the 'stacking' possibilities, you can upgrade them to become even more powerful. Using alchemy, you can brew both temporary and permanent potions, and it's possible to add magical bonuses to your weapons and armour as well. Ingredients are everywhere and experimenting with different combinations can be a lot of fun. You don't even have to find a special place to do it, you carry a complete alchemy kit in your inventory and it doesn't take up any space at all.
The magic system is both effective and frustrating. It's based on cards, which you can buy, find and stack. There are even booster cards you can use. However, you can only have 3 spells active at any one time or else you have to go into your spell inventory window and change the cards. This is not a major problem, since the game pauses while you do it, but it is clumsy. There are 5 schools of magic for which you have to find initial trainers and 5 levels within each school for which you need a combination of skill points (3 per level) and character levels before you can advance. If you choose to major in magic, then other areas will suffer. To be honest, I probably used only about six spells regularly the entire game but since I only had to buy two of them, it wasn't really a problem. I did find summoning to be practically useless and quickly gave it away. I didn't find magic to be overly powerful; my sword usually did greater damage, but it was helpful with large groups of enemies, which you meet regularly as you wander the countryside.
The game really does nothing brilliantly, but many things well enough to create a fun and enjoyable experience. I wanted to explore more before finishing the game and I'll likely return to an earlier save to see what else I missed by finishing quickly. It's not a deep, challenging experience. There are precious few moral dilemmas and rarely are their major consequences to your actions. Combat is relatively easy so that people who are twitch challenged like myself can still have fun, while those who prefer it more difficult can choose to play on Hard. Bottom line? I liked the game and would recommend it to most people except the overly fussy. It's very Gothic-like while being different in many ways as well. Grab the demo and give it a spin if you're still unsure but it's a pleasant way to spend a few spare hours.
Information aboutTwo Worlds
Developer: Reality Pump
SP/MP: Single + MP
Play-time: 40-60 hours
Regions & platforms
· Platform: Xbox 360
· Released at 2007-08-24
· Publisher: ZUXXEZ Entertainment
· Platform: Xbox 360
· Released at 2007-07-24
· Publisher: Southpeak Interactive
- Fun to Play
- Easy Interface
- Tons of Quests
- Large world to explore
- Relatively Bug free
- NPC animations poor
- Voice acting somewhat cheesy
- Graphical glitches
- Little depth and real challenge
Opinions from other editors
Brian "Dhruin" Turner
I'm wary of the comparison to Gothic. There are indeed enough similarities to make the comparison valid but, for me, Gothic represents the opposite end of the spectrum in terms of artistic vision. Two Worlds definitely has something to offer - especially for explorers - but the everything-including-the-kitchen-sink feature set lacks focus, serving up a generic setting, underdone combat, trite story and horrendous dialogue. So many opportunities are squandered, like the potentially interesting factions that just go nowhere in terms of the actual gameplay. Some players will really enjoy developing their characters (the skill system is a highlight) and travelling the huge world, but Two Worlds just didn't engage me.
Michael "txa1265" Anderson
Despite having some very mixed feelings about the game, I am not of two minds about Two Worlds. No, as I spent dozens of hours wandering the countryside of Antaloor I was very aware of the many shortcomings of the game; yet I kept on going, having a very good time playing this very flawed game. Will you enjoy it similarly? It depends on many things - and on your tolerance threshold for many things. I have discussed the game with many people and found that certain problems that stopped some people dead in their tracks didn't even register with others. Unfortunately, there is no possible way of describing Two Worlds as 'superb' ... unless you think of the towns of Dungeon Lords as simply 'understaffed'. There are many good and bad elements in this free-roaming and sprawling third-person RPG. So instead of detailing every aspect, I'm just going to list out the positive and negative features:
Two Worlds is actually a very positive experience if you don't dig too deep - I know many people having a blast playing, and so did I. The worlds is huge and the areas are varied and dangerous - there are plenty of areas where wandering off the trail will get you quickly killed (yes I think that is a good thing). The advancement system does a wonderful job of making you feel more powerful with each point you invest and the (albeit unexplained) ability to stack weapons of the same kind to get increased power and effects is loads of fun. The alchemy system is just wonderful - you can create tons of stat-building potions if you are diligent about collecting everything in sight. The combat and magic systems work pretty well and will carry you through much of the game. Battles are a click-to-hit system, with left click triggering a main attack and right-click triggering a skill or spell. Perhaps the best part is the amazing amount and variety of side-quests: while you have the usual 'fetch' and 'kill' quests, there are many multi-part quests that unfold stories right before your eyes. It is these small glimpses inside of the lives of the people of the land - combined with the combat, weapon-stacking and alchemy - that will keep you engaged.
Of course, if you choose to look behind the curtain you will find that the great and powerful Oz has a whole lot of issues. While I loved the sidequests, the main quest is not all that great. That wouldn't be too much of a problem except that the game assumes you will do what you are told, and you can expect to see more than a couple broken quests and broken dialogues if you play using what I call 'the tangential method'. By that I mean that one interesting side quest leads to another and another and pretty soon you've eliminated a whole faction - but returning to the main quest-giver has them asking you to speak to that person, and rather than saying 'um ... I killed him and all of his friends' you ask where he is and some other details. Speaking of ... well, speaking ... the written dialogue is stilted and stiff, even excusing the middle-English usage. None of it flows all that well but listening to the actors speak the lines gives them a whole new dimension of bad. I generally muted the sound or removed my headphones as simply reading it was much less painful than the combination of sound and text. In terms of combat balance I would characterize my progression through the game as follows: early on I died in pitched battles with slugs and kittens; mid-game I defeated small clusters of monsters and lived to die when ganged up on by a dozen or more; late in the game I could defeat top-level dragons with a single time-effect spell without breaking my stride. In other words, even with the latest patch, the balance is crappy.
Yet in spite of these, Two Worlds is a game that was a joy to play and that I have gone back to repeatedly - it is just plain fun. There are plenty more negative things I could list out - especially if you are playing this on the XBOX360, which suffers through poor framerates and laggy multiplayer. In fact, the less said about the multiplayer in general, the better. Ultimately this game has plenty of positive and negative elements and whether or not you like it depends on how much you buy in to the positives - and how well you can ignore the negatives. It holds up poorly to critical scrutiny due to the many elements that compare badly with those from games that obviously influenced Two Worlds. Yet once you figure out how to ride a horse, how to control spells and how to manage combat this becomes a fun game that holds many hours of interesting encounters. As of the 1.5 patch - the release version for the XBOX360 and much of the English-speaking world - the game is stable and relatively bug-free. It is not an easy recommendation - unless you were able to enjoy Dungeon Lords despite the flaws I would recommend caution and waiting for a bargain price.