Rejected Gamer

Two Worlds II Review

If it is a surprise to you that Two Worlds, one of the lowest points in current-gen RPGs, had a sequel planned that was actually released; welcome to the club. This fabled sequel has been told and it should be more of a surprise that it is a good game. Those with the highest of game-standards will find plenty of reasons to trash TW II but gamers with a sense of appreciation will find much to love. If you consider yourself a core-gamer and yearn for 40-50 hour RPG experiences, Reality Pump has just served your order. This is as “hardcore” as an action-RPG can get.

I hate that term, “hardcore”! What exactly does that mean, right? In this case it defines how deep Two Worlds II’s systems — combat, crafting, alchemy, and fusion — go. Oh, do they go…well, three of the four do. TW II’s combat system is a bit shallow but is par for the genre. Otherwise, crafting is what has kept my heart with this game. Every in-game equip-able can be modified as you like. Weapons that are deemed useless can be broken down into basic elements that are in-turn used to continue crafting your equipped weapons, armor, and gear. Loot is in abundance and crafting will have you pausing every hour or so, to make upgrades. I nearly feel the same “loot-magic” that was cast by the Diablo-series.

At a glance, Two Worlds II looks nothing more than a re-tread; and in some ways it is. Putting time into the title will teach you other-wise. It’s plot never takes it’s seriousness to Darkon levels. Action-choreography during cinematics are some of the best I’ve seen in RPGs this side of Japan. Most importantly, character building isn’t constrained by the rules of class and race; making re-spec a charm. How it remains “more of the same” relies solely on the quirks of the genre.

Multiplayer came with some surprises as well. The biggest of them being that it’s an entirely separate experience from single-player. Adventure modes allow 8 players to run through Chapters that work like MMO instances, to build-up their online character. Along with that comes PVP via Duel, Deathmatch, and Crystal Capture modes…but wait, there’s MORE. That more is a “Village” mode which lets players maintain and defend their village in what feels like an RTS mini-game. The only issue with multiplayer will come from whether or not the game sells enough to give birth to an online community. Where as I tested the online modes with developers and review-copy holders through planned meet-ups, the issue can only come to fruition through time.

It may all depend on how many RPGs you have in your library for this one. If a copy of Gothic 4, Dragon Age, Risen, or Sacred rest along-side your other games in that collection, Two Worlds II may just be the way to open up 2011. On the other hand if none of those games are there, why are you reading this? Two Worlds II is going to make a lot of RPG-fans happy with it’s black-hole of endless customization and if you’re the kind of reader looking for a review to justify a purchase, then you’re reading the right review. Two Worlds II will be spinning in my console for months to come and there isn’t enough clunk in this trunk to keep me from crafting my perfect weapon and armor set. Oh, did I forget to mention the DEMONS card-magic system?; which allows you to craft any spell you can imagine. I did, huh? Well, looks like you‘ll just have to see what that‘s all about for yourself, now won’t you?       (B+)

 - Jeffrey d  

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  1. [...] This post was mentioned on Twitter by Rejected Gamer, Jeffrey deMelo. Jeffrey deMelo said: My #TwoWorldsII Review – https://rejectedgamer.com/2011/01/two-worlds-ii-review/ @Chupacaubrey @southpeakgames kicks off 2011 right! [...]

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