Two Worlds 1 offered the brilliantly absurd system of simply merging similar weapons together to make a single, superior weapon. Crafting's so far shaping up to be the most compulsive element of the game. There's a prophecy to yawn through, there's some fetch quests to run and, most interestingly, there's an introduction to crafting. Oblivion's the easy comparison, but if anything it's even more non-mechanical.īack to Tutorial Island though. While better stats and loot help, it's not invisible dice-rolling - it's a proper fight, including the option to hide, run away and dodge. Combat's real time, high-action stuff - left click to smack, right click to block and number keys for a few special abilities such as blockbreaker. My guy, so far, is primarily melee with some semi-punchy magic to lure away stragglers or soften up scary things before I go in for the kill. It's pretty standard RPG fare in terms of getting and spending XP, but it works well enough, and there's certainly no being tied into an archetype. Melee, stealth, archery and magic are all open to you all the time, with character development depending on how you choose to allocate points earned upon levelling up. For now, it's all about stealth-killing a few laughably unaware beastmen, grabbing some more gear, then running through a series of tutorials on the various different kinds of combat. Similar sort of level to Gothic 4 I'd say, but much more detailed characters thus far.Įverything remains completely linear at this point, but that is going to change later. Largely quite attractive, if not staggeringly so. You find yourself on a verdant lighting, rich in vegetation and bloom effects. I totally did that.Īnnoyingly protracted tunnel run done, you get your first weapons and beat up a few guards, watch an achingly over-serious cutscene wherein Boss Orc gets his own back on a dark knight wearing metal antlers who once wronged him, then break out to the surface. ![]() Oh yeah, and you can take your clothes off. It's not done terrifically interestingly, as everyone's just blandly growly, but I'm slightly charmed by the inversion of roleplaying norms. This time around you're bad-tempered allies, teaming up against the common enemy that is Mr NoFace. It takes approximately eight seconds to realise that narrative is unlikely to be TW2's strong point, but that's OK: bar some shonky subtitle grammar, it's not dreadful, it's not insulting, it's just banally there.įollowing a brief spot of playing with the character creator (there's a decent range of face-tweaking options, and it's possible to create someone breathtakingly ugly if you so choose), you're broken out of the slimy-rocked slammer by a group of orcs and a surly/sassy/sarly masked lady with comically impractical armour and pointy ears.Įveryone's a bit surly, which is because you spent most of the first game murdering orcs. The plot continues on from whatever the hell happened in TW1, with you playing the brother of a girl possessed by some spooky evil and held captive by some growly bloke whose face you can't see. A prison, specifically, but that's just an excuse for rocky tunnels. The game starts, as an ancient law written by an idiot states all contemporary RPGs must, in a series of rocky tunnels. That's always going to be a bit of an event. So I carried that in my head when I stepped into the sequel, but I also carried shy hope: a game from outside the system, which like Risen or The Witcher had the earnestness and recklessness to risk doing things that a Bethesda or Bioware game probably wouldn't. It wanted so much to be epic and free and clever that I couldn't be cross with it for being cramped and fiddly and moronic. Openly ludicrous, completely incoherent and all kinds of broken yet pulsing with passion and ambition. Two Worlds the first was a terrible, terrible game that I couldn't help but love. ![]() I don't really know what game I'm playing yet. Why I'm still fairly confused about what to say is that the Prologue and Chapter One are in quite profoundly difference. Right now, I'm in Chapter One of the game, which follows a lengthy prologue/tutorial that I'll concentrate on in this first chunk. Thought about doing a semi in-character diary, but I really want to get my head properly around this curious beast rather than risk simply lampooning it. I'll be reviewing it - if you want to call it that - in stages. ![]() As far as I can ascertain there are zero differences between the two versions, but apologies in advance if there proves to be some major change. Publisher Topware Interactive seems to have disappeared off the face of the Earth this week and haven't replied to requests for review code, but as the European edition also includes the English version I imported a copy of that, applied the three patches since launch and got cracking. Reality Pump's RPG sequel arrived in mainland Europe back in November, but won't reach the US and UK until next week.
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