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Two Worlds II Review

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Game Emblems

The Good

The Bad

  1. Very standard storyline along with a lot of bugs

  2. An ambitious RPG that ends up inconsistent at best. Players coming off an Elder Scrolls game might give it a look.

Kevin VanOrd
Posted by Kevin VanOrd, Senior Editor
on

This role-playing sequel's big world and seemingly countless quests make it easy to overlook its wrinkles.

The Good

  • A big world brimming with tons of missions and monsters  
  • A lot of clever, humorous touches  
  • Fun, flexible weapon upgrade and spell creation systems  
  • Visual diversity makes it fun to explore.

The Bad

  • The story and characters are so uninteresting they barely register  
  • All sorts of AI and pathfinding troubles  
  • Some control and interface quirks.

If you played the original Two Worlds, you might not be surprised to learn that its sequel does not represent the role-playing genre at its most refined. What may surprise you, however, is that Two Worlds II's clumsy features don't greatly diminish the impact of its big, busy world. Here is an expansive third-person role-playing game brimming with fearsome monsters to slay, colorful spells to cast, varied quests to perform, and murky swamps to explore. The game lacks the fine points that adorn the greatest role-playing adventures--distinctive characters, a compelling narrative, and memorable plot reveals. But this is an entertaining journey nonetheless, due in no small part to intriguing but accessible systems that let you create your own magic spells, concoct potions, and upgrade your favorite weapons and armor. If you've been looking to lose yourself in a fantastical kingdom, and don't mind some clumsy combat and some nagging interface issues, Two Worlds II is a fine way to escape the rigors of the real world.

Evil comes in many guises. And often has wings.

Like its precursor, Two Worlds II takes place in the land of Antaloor, where (once again) your sister is in trouble and where (once again) the evil wizard Gandohar is up to no good. It's a suitable framework, but the game fails to build on its foundations. Through a series of good-looking flashback sequences, you eventually learn more about Gandohar, but the personal touch is conspicuously absent. The game devotes little time to giving your sister a personality, making her a simple MacGuffin to help put the story in motion, but nothing more. Nor do you meet many memorable characters. While much of the voice acting isn't bad, some of it is lifeless (your own character), ridiculous (a drunken local), or stiff (a student in need). The tomes you collect contain some fascinating tales and tidbits, but much of the dialogue sounds forced and unnatural--like something an author would write, but not something an actual person would say.

That isn't to say that Two Worlds II's quests won't draw you in. Sometimes, it's the bits of humor that keep you interested. A one-armed man threatens you, but as it turns out, it's a two-handed weapon he hangs on his wall. The dialogue's little jests may put a grin on your face, but you might actually guffaw if you explore this abode later and discover that the treasure chests within all contain two-handed bludgeons. An encounter with a black knight recalls a memorable scene from Monty Python and the Holy Grail, while a character involved with the quest is a Sean Connery soundalike (a clear reference to Indiana Jones and the Last Crusade). If the humor doesn't inspire you, perhaps the chance to drive the outcome of the quest will. In multiple cases, you choose how to proceed. This kind of decision-making isn't unique to Two Worlds II, and you won't see the exciting flexibility you may in a game like Fallout: New Vegas or Dragon Age: Origins. Nevertheless, quests involving the element of choice stand out in Two Worlds II because there is not always a clear "bad" or "good" path. A witch accused of crimes against nature; a professor accused by a supposedly innocent student: these characters may or may not be who they appear to be, and choosing to follow one path may result in unforeseen and occasionally heartbreaking circumstances.

Of course, there's more to Two Worlds II than its narrative. There's a whole world to explore, made up of rolling green hills, decrepit universities, and dank dungeons filled with rattling skeletons and hulking beasts. The visuals aren't best in class, but they aspire to more than simple "generic fantasyland." The savannah of the early hours sticks closely to brown, dusty trails and grassy meadows, but moving through the chapters unveils more interesting vistas. The Asian-inspired design that kicks off chapter two (of four) revels in attractive red trimmings and intricately adorned bookcases. Nearby, gnarled branches and grim darkness lend an air of mystery to a society of outsiders. You still set foot in some boring caverns and bland (if sunny) fields, but progressing through the story exposes more visual delights. Loading times are generally breezy, so you won't have to wait too long when entering houses or caves. It's when the game forces you to get up close and personal that it bares its visual quirks. Characters gesticulate stiffly and exhibit little personality as they converse. Many animations, such as those when mounting or dismounting your horse, are jittery or off in some other way. But Two Worlds II is a huge improvement over its rough-looking predecessor and is attractive on its own terms.

When facing your menacing adversaries, you aren't stuck with just blades, or a bow, or magic spells: you can choose any of these, and easily switch between up to three equipment sets with the press of a button. Regardless of your weapon of choice, combat is appealing, if a bit ragged at times. If you wield a blade, crunchy sound effects give battles some oomph, as do melee moves that knock back nearby enemies. On the other hand, inconsistent collision detection means you don't always get that delightful sense of impact you might hope for when plunging an axe into an ostrich. Casting a spell results in windy noises (summon a giant spider) and swirling visual effects (heal yourself)--though the auto-targeting has the camera occasionally whipping around in uncomfortable ways. If you enjoy ranged weapons and magic, you might find bows and spells better left to certain occasions, since it's often difficult to put space between you and that swarm of bees descending on you.

That's especially true in Two Worlds II's tight, dark dungeons, where many of the game's most obvious flaws come to light. Narrow caverns are often populated with monsters too large for them. Maneuvering into an effective position can be tricky in these cases, especially when the uncooperative camera makes it impossible to figure out exactly what's going on. The need to manually unsheathe your weapon--and the delay when switching between weapon sets--can also complicate these sticky moments. Fortunately, some slippery combat situations can be exploited to your advantage. Monsters and humanoids alike suffer from pathfinding and AI difficulties. A beast might get stuck running against a rock, allowing you to pelt it with arrows until it falls over dead. Or if you put enough distance between you and your target, it might not even react at all when your arrow finds its mark. You can see that some thought was given to how certain creatures behave. For example, big cats run toward you to attack and then scamper away at a quick clip to escape your blows. But when the same cat runs halfway up a crevasse and gets stuck, or slides across a rock formation at angles that defy gravity, the immersion is broken.

Kevin VanOrd
By Kevin VanOrd, Senior Editor

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.

2 comments
Wensea10
Wensea10

Its outstanding to see that the overall rating of this game are drastically better than its predecessor!

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