Two Worlds Review

RPGWatch rolls in a bit behind the rest with their thoughts on Two Worlds, actually managing to avoid comparing it to Oblivion and rating it 3/5.

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.

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