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Review | Two Worlds II

Worlds Collide…

Format: Xbox 360/PlayStation 3/PC/Mac | Genre: RPG | Publisher: Topware Interactive | Developer: Reality Pump | Release date: 09/11/2010 | Price: £39.99

First Chun-Li, now Zatanna. Jennifer Allen weaves some spells and turns in some quests in TWO WORLDS II.

THE FIRST Two Worlds game really wasn’t very good was it? I only played it on the Xbox 360 but I remember being really keen on the idea and thinking ‘I’ll be able to look past its many flaws, I’m desperate for a new RPG after all’. Ilasted about an hour. It was a long hour. One that gave me no urge to ever go back to Two Worlds. I’ll admit to being apprehensive at the news of a sequel. Still, everyone deserves a second chance, how bad could it be? Not that bad actually. But also not that great either. Oh there’s potential, but you’ll have to fight through some tedium before you truly appreciate it.

Much like nearly every other RPG under the sun, Two Worlds II starts out very slowly. I suspect if you’ve already played the original that it would help but regardless of this, it’s slow going with a fairly predictable opening indeed. An extended tutorial of sorts which also helps to set the scene guides you through the basics and the not-so-basics. This is where the sheer depth of what the game can offer becomes apparent. Sure the main story is cliched nonsense that lacks character, but your route to its conclusion offers much more.

Great Balls of Fire

Continuing the ‘giving with one hand and taking away with the other’ theme, the potential of the inventory system and, more importantly, the crafting system won’t be immediately obvious. You’ll be too busy cringing at the messiness and all round clunkiness of the inventory screen. It’s too confusing and too easy to discard things that you really don’t want to dispense with. But, and it’s an important but, once you accept its oddities, Two Worlds II offers an expansive crafting, spellcasting and skill system. One of the most expansive I’ve seen in a while.

The magic system is perhaps the most inspired. Rather than simply learning spells in the typical manner, you have agreat level of control with such things. You have to create your own spells. This is done by combining a series of cards which are acquired as you progress through the game. Combine an element, such as fire or air, with a carrier, such as a missile, followed by a modifier to increase damage or all manners of other things. This method offers up so many options such as adding damage over time effects, area based attacks and numerous other typical RPG things that you wouldn’t expect to have such control over. It’s a nice feature, one that would be greatly welcomed in other RPGs. It also encourages you to stick to magic rather than melee, which is very wise indeed when melee combat is so utterly uninspired.


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