Two Worlds II Review
Crafty.
Version tested: PC
As fantasy action-RPGs go, 2007's Two Worlds may have been a bit shonky, but it certainly had a lot of heart. The sequel goes one better: it's got a lot of lung.
Loot a slain animal and, with a squelchy audio cue, you'll fish out one of its meaty gasbags and flop it into your backpack. But even the gizzards of a lowly hyena are worth collecting in Two Worlds II. In fact, absolutely everything is worth looting, as the game's superb crafting systems enable you to repurpose every piece of trash in your backpack to useful ends. It's almost a meta-commentary on recycling.
Basic alchemy is available pretty early on, and lets you combine reagents into healing, mana, and stat-buff or resistance potions. The entire process is affably simple, too. Looting can be done from a distance, and a single click sucks everything into your backpack. You find yourself running at breakneck speed through the countryside, snatching indigenous herbs without pause and emptying foes' pockets, post-massacre, with Dyson-like efficiency.
A similarly elegant system applies to weapon-modding. A bag bursting with looted weapons doesn't necessarily mean a trip back to town to offload at the vendor, as any weapon or item of apparel can be broken down on the fly to its base components. Through the metallurgy skill, these can be used to improve the stats of your favourite weapons and armour so they grow with you.
When I learned that Two Worlds II did away with the first game's item-stacking mechanic, I was dismayed; it was one of the things that kept me playing. But this new system, which turns the useless into the useful, is a considerable improvement.
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Screenshots: Two Worlds II
Spell-crafting is the most intriguing of Two Worlds II's crafting systems. While you need to pour skill-points into specific schools of magic Fire, Necromancy, Air, for example to improve your abilities, mastery of the schools doesn't actually unlock spells. The spells themselves appear as cards, and can be bought or looted just like any other item.
To create a castable spell, it needs to be combined with carrier and modifier cards in the spell-crafting interface. Combine a Fire spell-card with a Missile carrier-card and an Increased Damage modifier-card, and you have you a tasty, direct-damage fire-bolt. You can then stack more of these combos together within the spell, depending on your mastery of specific magic schools.
Why not add an area poison-burst to it? And an icy damage-over-time effect? The combinations are mind-boggling. One early NPC actually mentioned a rain of anvils, which I haven't seen but, given how outlandish and versatile the system is, I firmly believe it's in there.
It's difficult to get as excited about the game's storyline, which follows on from Two Worlds, and once again sees the hero's sexy sister (yeah, that always was a bit weird) in thrall to the evil Gandohar and in need of rescue. The narrative arc isn't the pay-off, though. It simply forms a backdrop for the game's myriad smaller tales. In both content and geographical terms, Two Worlds II is enormous; if you're after an absorbing time-sink of an RPG, here it is.
It's bulging with off-piste quests, and many of them are agreeably potty. At one stage, in the beautiful, Feudal Japan-themed city of New Ashos, I found myself assisting an umbrella-vendor whose latest inventory had been cursed by a jealous shopkeeper, and was now flapping around her customers' houses munching on them. The quest concluded at a songbird exhibition. I walked in and was confronted with a scene of comical avian carnage. I set to dispatching the rogue brollies... before picking over the parrot carcasses for eggs and feathers. Alchemy never sleeps.
Two Worlds II also features a number of multiplayer modes, the most expansive of which is the Adventure mode. It's like a second campaign, in which you start a new character and fight your way through a series of linear maps to earn XP and gain levels.
Like the single-player game, there are no set character classes; you just spend your skill-points where you want. My current multiplayer character is a necromantic archer who also dabbles in healing; my conjured hounds keep the mobs at bay while I aim for the head, and if anything gets a blow in, I can pull out some heal-over-time spells.
The difference, of course, is that you can do the whole thing co-operatively. However, there's no level cap on co-op play, and no XP modifier for partying with higher-level players, which is an unbalancing factor. It means that a level 1 character can run through all seven of the Adventure maps behind a level 50 behemoth with no XP penalty, and level up in no time. But it's still a lot of fun, and involves all the crafting and character-progression detail of the single-player game. Like MMO instances, it's best played with a group of similar-level pals on Skype.
Using the same character, you can also start your own settlement in Village mode, the world's first FarmVille for hardcore RPG gamers. It's essentially a management game in which you build structures farms, ranches, guard-houses and so forth to attract settlers, improve trade and build a booming economy. It's surprisingly detailed, remarkably compelling and needs regular check-ups, since once you start a village, it's persistent. If there's not enough bread in the shops, villager happiness drops; if there aren't enough guards recruited, monster attacks will whittle the population. And woe betide any tavern that runs short of ale.
Every six hours, a complete stock-take is performed automatically, and your overall villager happiness is calculated. The more contented the populace, the more money they spend, and bigger revenues mean more upgrade-investment possibilities. It's very cute, and you can invite other players to your village to buy and sell supplies, or help you beat off marauding mobs. The multiplayer modes are rounded out with a bit of player-versus-player via Duel and Crystal Capture (essentially capture the flag).
All of this is enormously entertaining. Even when Two Worlds II isn't innovating, it displays a keen understanding of constant player reward. That makes the game's failings difficult to swallow, and while each irritation is relatively minor in itself, they aggregate into a noticeable and chronic series.
The inventory is pretty awful. Items are displayed too large, in a grid format, upon a translucent background, and the whole thing is just a confusing mess. Considering the sublime crafting system and the amount of time you consequently spend tinkering on the inventory screen, functional design isn't just a luxury, it's a necessity. While picking through your assorted swords and staffs, you find yourself longing for Bethesda's simple lists.
The map follows suit, and the way it tracks quests is next to useless. Click on a quest in the log (which doesn't visually distinguish ongoing from completed quests, annoyingly) and it brings up the map, but doesn't give you a nice clear marker, just a bunch of identical points of interest. You find yourself scouring it continuously, looking for the relevant marker by its hover-over tooltip. It can be infuriating.
The dialogue shows a marked improvement from Two Worlds, and many of the key characters' voiceovers are perfectly professional and well-delivered. It's still hammy though, and some of the small NPC parts are voiced pretty poorly. The vendor-barks are a particular low-point.
Perhaps the worst aspect is the sense of feedback in combat, which is largely non-existent. Melee players will feel this more than bow-users or spellcasters, as none of the weapons feel like they have any real weight or impact.
Certain foes will block endlessly as well, which is rage-inducing. One of the melee skills, Block Breaker, crashes straight through their defences, but it fails to open them up. Follow the strike with another, and their guard is right back up up again. You flail uselessly against them like John Inman pattering ineffectually at a window-pane hardly conducive to feeling like a war-god.
It's galling, because Reality Pump clearly knows what makes an RPG tick. I sincerely hope these problems are recognised because a patch could fix them all and elevate Two Worlds II above the budget effort it currently resembles. It deserves more. [Editor's note: Indeed, Topware Interactive has been in touch to let us know that a patch is in the works which fixes some combat issues, including blocking, as well as the levelling in multiplayer. It should be ready for the game's UK launch.]
There is real innovation here, and there are some ballsy forays into game-styles that are way outside the standard tick-list of features for the genre, both online and off. There's also a great deal of absorbing content to enjoy, not to mention consistent, meaningful progression, creative quests, and empowering customisation systems that let you craft your own rewards form a plethora of resources. If you can live with the lo-fi elements, there's an awful lot to enjoy.
I sincerely hope it does well enough to fund a bigger-budget sequel. Because at this rate of improvement, Reality Pump could be snapping at the heels of the big RPG developers next time.
7 / 10
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Comments (76) Latest comment 1 year ago
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OH YEAH.
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Yes, spot on. That's pretty much what ruins the game for me, and why I stopped playing somewhere in chapter 2.
Dear developers: take a look at Demon's Souls, and please, even if you do a different RPG when it comes to everything else, just copy the melee system.
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Oh dear does the combat feel that bad?
Spot on about Demon's Souls, the feedback you get from fighting feels superb and is what kept me playing, it just feels so right!
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Will wait for it to drop to 20 though
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Oh dear does the combat feel that bad?
Yeah, it really is. Makes absolutely no difference whatsoever (apart from the number-crunching in the background regarding different damage types) whether you use a nimble Japanese sword or a huge club. Blocking is also downright silly. While they have patched in an alibi (ridiculously looking) animation for the shield in the meantime, you basically only block with your weapon. The shield is, more or less, just for number-crunching as well, but not a "gameplay element", so to speak. Even Oblivion felt infinitely more visceral than TWII, let alone DS.
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That's sounds awful, I was really interested in the game but that's put me right off, I can deal with other dodgy gameplay elements but not the combat.
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I'm only level 20 but I'm loving it to bits. Best rpg in a long time in my opinion. DO NOT OVERLOOK.
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It says released in 11 days on ShopTo!
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Don't let it go to your head old chap but I actually bought the game based on your review. You did me proud as I love it also, thanks.
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It is incredible how much better this is than the first game bit I fear all the confusion with the release date means it is going to pass a lot of people by.
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Definitely getting it.
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Now before I say anything else I thought the original game, which I made the mistake of buying for the Xbox 360, was absolutely atrocious; easily the worst game I've ever played on the format. As such the sequel needed to be a huge improvement to justify me buying it.
Fortunately, it is.
In fact, it is surprisingly decent and only suffers from being unoriginal and having a dull start, which leads you to think the game is smaller and far more linear than the first game. It isn't as it opens up after the first couple of hours. Reached level 13 and have to say that it is annoyingly addictive and difficult to stop playing so that is a very good sign!
Apart from some generic fantasy art/level design and a slightly soulless feel to the whole experience (IMO mostly due to the fact that there's a lot of emptiness in the game's large open areas populated by the same types of enemies over and over plus me-too cut 'n' paste towns/villages) the game is very enjoyable. Compared with the first broken game, the sequel is a classic even if it does have flaws e.g. almost every chest and cupboard is locked which requires you to do a tedious and simple lockpicking mini-game and that is made worst by the fact that you then have to manually open them, they don't open automatically. Also if you loot corpses then you automatically pick everything up from them whether you want to or not and it's only when your inventory is full that you can pick and choose (that said extra items come in handy as components for weapon/equipment upgrades anyway).
Voice-acting is better than the dire original but still only competent/pretty average overall, depending on your tolerance level. The script is a vast improvement though as the embarrassing Olde Englishe has gone for good. The graphics are technically excellent (it even supports DX10 and anti-aliasing) with some nice lighting effects and reasonable textures (all the more surprising considering the game install is only 3.5 GB!). There's a lot of pop up and the game does pause for a split second every now and then to cache data but apart from two second loads when using the teleport there is very little loading which helps maintain the immersion. The music is very fitting and atmospheric, reminiscent of Oblivion in a good way, but it does repeat too quickly. I'm playing it with the Xbox 360 controller and it works beautifully but there is a bug which prevents the use of the mouse if you have the controller plugged in: you have to unplug the controller to get it to work.
So if you hated the original game for all its bugs and sheer shonkiness but liked the core gameplay elements then Two Worlds II is a worthy buy if you're in the mood for an RPG right now and can't wait for Dragon Age 2 or The Witcher 2, two games which will undoubtedly be superior.
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Much as people have complained about Alpha Protocol (fookin excellent action rpg) being a bit pants with the shooting early doors, but getting better once you feed some points into that spec, TWII is the same.
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Sadly though you cannot fight on horseback nor can you teleport your horse so there use is very limited IMO. In fact there are so many teleports and your character can run so fast that you don't need to use horses at all really apart from where quests require you to (such as a race). You can also pick flowers and herbs from horseback though.
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About the melee combat criticism. It's a little lacking, but you can still win through, but for me, I chose an Archer. Level those bow skills and see the XP fly in.
Another accurate and well written review. Well done EG.
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I'll be looking out for this once it's come down to ฃ25 new.
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Storyline.. I quite enjoyed it. Thought the characters were (mostly) well rounded and the Orcs you spend a lot of the early game with are just great. The finale quite surprised me as well, even if the final boss battle was a bit of an arse.
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Anyway I agree with the review and its score. The most annoying thing in this game are those....bland....dialogues. They go like "Today's a great day." "...yeah..." "Tomorrow we'll kill some stuff" "...riiiight..."
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I might consider picking this up, I hadn't known about the village mode.
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There's some confusion over the date of UK launch and I'm trying to clear this up currently.
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I respectfully disagree - I am level 27 and bar a few extra tricks you learn, nothing happens. Melee combat is just lacking punch (and strategy) on a very fundamental level, and it never felt satisfying at all to me.
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However, the PC version can be bought now as a digital download from the likes of GamersGate and a few others for ฃ29.99.
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The only real downer for me were some stumbles in pacing around the main plot. It also seemed like the system design guys didn't work in the same office as the quest design guys. So you can sail a boat... but not really to anywhere useful. And ride a horse, but only in one part of the story. And the stealth system seemed to lacking many applications...though to be fair I only made a few robbery attempts and was spotted straight away. These aren't problems, just a little surprising.
I didn't have any major problem with the inventory... and don't recognise the reviewer's blocking issue at all. He couldn't just level up the block breaking skill? Or shoot them?
Overall I'd say 7 is maybe a touch low, with the weakest element being the delivery of the main plot, rather than some of the clunky bits. The settings are quite original - no idea what that other commenter is referring to with me-too towns - and there are a lot of interesting game systems. Recommended.
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I also worry how many reviewers, like this, calls for more money to be spent, when over 80% of all releases already do not make a profit not because of poor sales necessarily, but because of high production costs! Morrowind $12 million, Oblivion $30 million, Skyrim over $35 million. Mass Effect 1 $22 million, Mass Effect 3 $38 million. Bioshock 1 $16 million, Bioshock 3 projected to be $30 million. If something doesn't give, we will either be paying $100 for a game, or we will see the end of the AAA market.
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An action RPG to my understanding is one which is more combat focussed than average and/or has more visceral combat. It's a fairly vague term I admit, but games such as Diablo, Sacred or Demons Souls could I believe be classed as an action rpg (or a hack'n'slash), something like Dragon Age or Planescape Torment meanwhile would probably not be, as although fairly heavy in combat it also features many other styles of gameplay.
As another example, taking two superficially similar RPG's- Baldurs Gate and Icewind Dale (same engine, same universe, same basic gameplay etc), I would say Icewind Dale is an action RPG, as it is very combat heavy with little else to it, while Baldurs Gate is not, as much of the combat is avoidable and it has many non combat oriented quests and areas.
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Focus on real-time combat, where you control your character more like in an action-adventure. The term comes from a time where most RPGs weren't action-RPGs, but rather turn-based games, where you usually controlled a party, with tactical combat. Not quite sure what bothers you so much about the term, but it's certainly not a tautology, if that's what you're implying.
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Or is it just the fact that this isn't by Bethesda or Bioware, and is thus incapable of receiving acclaim, just like Gothic?
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Will wait for the patch to see if the fighting improves, and AI.
Rpg must have adventure, problem solving, management, good attack and defence, good AI...and a sense of discovery and achievement - only Demon's Souls has come close and Oblivion.
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The suits at Game are truly cunts.
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"Oh christ, thats another game I need to buy. "
That's how I feel when I read a good review.
Last few months, along with the 3DTV, Blu-ray player, I bought a significant number of movies and games (even in January, I bought 4 - DS2 CE, LBP2 CE, ME2 and AC2 Brotherhood CE). Recently my wife asked me that since I had bought so much, would I would now be cutting down significantly this year?
In the interests of harmony, I kept my mouth shut
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It's got a pretty devoted fan-base. Even if the first one was objectively crappy, there were elements of it that obviously showed promise. And so the developers stuck with the name because they wanted to reclaim it by improving the game around it. Looks like they succeeded.
It's only tarnished amongst the people who read a lot of games reviews and keep up with these kind of things, which is a small percentage of the target market. Relaunching a new franchise under a different name would cost more and look dubious.
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At least put a fucking "a" ahead of it.
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nearly an hour of play convinced me I had just blown my monthly wage allowance for games.
Gash. Total gash.
Flame me if you like, but there it is.
Reading the review it sounds like they've put the effort in this time around though, so I'll happily give it a go... as a rental.
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Is the combat and defense good ?...If Demon's Souls was 10 (top mark, 1 lowest) - what would Two Worlds rate ?
Is the progress of your character skills any good ?
Do quests have variety or to repetitive ?
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I think games that are obviously real cRPG's like Two Worlds II or Fallout 3 are called "Action-RPG's" to give credence to the games that have hardly any RPG elements but can still have RPG in the genre name to attract as many gamers as possible. If you call the game an Action-RPG you think it will attract action gamers like FPS fans AND cRPG fans.
This is done because the AAA games from the big U.S. companies are costing so much to develop, in many cases they need to sell 5 million and have a big hit just to break even! For example between Morrowind and Skyrim developmen costs have increased from $12 million to $40 million a 300%+ increase. It's the same sort of increase with Bioshock 1 to 3 and Mass Effect 1 to 3. At this rate, Elder Scrolls VIII will cost over $100 million to bring to market! It's unsustainable! So in the short term they are trying to persuade gamers that their game has everything, it's a shooter, it's a cRPG, it's a platform game, it's adventure game, it's a puzzle game. This is the marketing message for Mass Effect for example. It shows in other ways; the first DLC for a cRPG, Fallout 3, was a third person shooter and had nothing to do with roleplaying!
So we are left with having to decide ourselves, as a shooter fan or cRPG fan to decide if a game fits with what we want, because the media and gaming industry work together nowadays to get us to buy their games, even if it means creating new genres that don't actually mean anything, like "Action-RPG's!
To me, if you have deep character stats, a large open world to explore, a main quest and plenty of side quests, all with 100's of NPC's and 1,000's of armour and weapon items, along with a deep spellcasting/alchemy (if fantasy based) system and some sort of crafting system, it is a cRPG. To me Dragon Age isn't a cRPG as it doesn't have a world to explore, just an enforced fast travel to quest locations. jade Empire, Mass Effect and Bioshock aren't because they don't have enough character stats and/or side quests.
One thing for sure, if it wasn't for the Europeans we wouldn't have had any fantasy cRPG's since Oblivion, 5 years ago! In the U.S. there is only one company still doing cRPG's, and that's Bethesda with the Elder Scrolls and Fallout cRPG's. Even there, there is talk of Skyrim having some cRPG elements "streamlined". We certainly know Dragon Age 2 is going to be much more action based and much less cRPG based. So the trends are still there outside of Europe!
So I say thank god for Two Worlds 1 and 2, because without them, I would have been struggling finding real PC cRPG's to play this last couple of years!!
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"cRPG" or "RPG" is the general genre, surely? I am really not sure what your point is. According to your definition, Diablo 2 is a cRPG, but not an action-RPG, while Dragon Age is ... what, neither, because there's no open world? Gothic is not a RPG at all because it doesn't have 1000s of weapons and armour? Baldur's Gate isn't a cRPG because there's no open world?
Sounds to me like you picked one (sub-)genre, namely a certain type of - yes, open-world action-RPG, and exclude everything else from the genre "RPG". That really doens't make much sense to me I am afraid.
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It's a bit pedantic, really, since Diablo falls into the former category, but would anyone really deny it the RPG tag? The words 'seminal' and 'RPG' could not really be used in a better context.
Usually when the action tag is (badly) applied, the game is an action adventure, and doesn't really allow any role playing, like Fable (prancing around in a skirt does not count as roleplaying - at least in the game).
So there's two schools of thought: the RPG is a game with attributes and stats and leveling up and looting weapons and optionally dice rolls, OR it's more about the freedom in the game to do what you want how you want - whether it be choosing that really dickish dialogue choice, stealing everything that isn't tied down, or dancing with hookers (hello Deus Ex).
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A great year for Rpg/adventure.
Not really bothered about Mass Effect 3; I always thought ME2 was overrated and hate the si-fi universe setting.
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I imported this (XBOX 360 version) from Germany before Xmas.
If you're looking to get your RPG back on then this is very much worth a look. Sure it's weaker in some areas than others but ultimately, if you want to play a new and very large RPG then this is well worth sniffing and it's probably more like an 8/10 game for you as there's everything you would expect and, to be fair to TWII, quite a few things that will be new to you (none of which are mentioned in this pretty thin review BTW) ...
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