
While Mass Effect aims to sate all the needs of science fiction gamers, many RPG fans are looking for something along the lines of a more traditional, fantasy role-playing experience. Aiming to please is Two Worlds, a massive fantasy adventure now available in stores for PC and Xbox 360. Our full review will be available next week (hey, the game's 100+ hours long!), but we wouldn't want to leave you in suspense over the weekend. We've spent more than a dozen hours with Two Worlds and have some early impressions. Sadly, the experience might not be what everyone was hoping for.
Two Worlds is lush and vibrant, with a nice array of environmental effects including fog and thunderstorms. Unfortunately, the game's framerate makes enjoying the scenery quite difficult at times. Movement skips and chugs, with frequent pauses that are completely separate from the game's need to occasionally load new areas, the latter of which is understandable. Framerate hiccups and outright stalls would be more forgivable if the game had a prettier face. Character models and textures look like something found on the original PlayStation, coupled with movement that is nothing short of jerky and erratic. Items, however, are quite detailed.
Though there are some definite technical flaws, one are that's impressive is the depth in item customization. Most weapons are able to hold at least one gem that adds elemental damage to the player's physical attacks, and these jewels are available by zooming in and appraising equipped weapons. Each armor set piece seems to have a unique appearance, making character customization quite a bit of fun.
Players eager to gallop all over Two Worlds' environments will be happy to learn that a horse is available within two hours of starting a new game. Horses are able to carry quite a bit of weight, which saves on constant trips back and forth from nearby towns. Though useful as a pack mule, controlling a horse both in and out of combat has been very sporadic, with the mounts constantly wandering aimlessly of their own accord. Combat bonuses while on horseback are quite impressive, but collision detection has become a problem to the point where I use my steed for nothing more than a pack mule and a means of transportation.
Combat itself consists primarily of button mashing, though this isn't really a bad thing. Tweaking characters makes even the most tedious combat enjoyable, and Two Worlds has plenty of weapons and spells for bashing, slicing, and slinging. Common magic trees such as fire and air are available, as well as darker option including necromancy for those so inclined. Melee weapons come in different varieties, with some enemies more vulnerable to one type than the other. Skeletons, of course, need to be shattered and crushed, so bludgeon weapons are in order. Wildlife such as wolves, bears, and boars need to be sliced and diced.
More than twelve hours in, my experience with many of Two Worlds aesthetics has been met with lukewarm reception, but the game has many redeeming values. Hardcore RPGers are advised to wait for our full review, as I'll make sure to flesh out all of Two Worlds' good and bad points in greater detail.
Though there are some definite technical flaws, one are that's impressive is the depth in item customization. Most weapons are able to hold at least one gem that adds elemental damage to the player's physical attacks, and these jewels are available by zooming in and appraising equipped weapons. Each armor set piece seems to have a unique appearance, making character customization quite a bit of fun.
Players eager to gallop all over Two Worlds' environments will be happy to learn that a horse is available within two hours of starting a new game. Horses are able to carry quite a bit of weight, which saves on constant trips back and forth from nearby towns. Though useful as a pack mule, controlling a horse both in an out of combat have been very sporadic, with the mounts constantly wandering aimlessly of their own accord. Combat bonuses while on horseback are quite impressive, but collision detection has become a problem to the point where I use my steed for nothing more than a pack mule and a means of transportation.
Combat itself consists primarily of button mashing, though this isn't really a bad thing. Tweaking characters makes even the most tedious combat enjoyable, and Two Worlds has plenty of weapons and spells for bashing, slicing, and slinging. Common magic trees such as fire and air are available, as well as darker option including necromancy for those so inclined. Melee weapons come in different varieties, with some enemies more vulnerable to one type than the other. Skeletons, of course, need to be shattered and crushed, so bludgeon weapons are in order. Wildlife such as wolves, bears, and boars need to be sliced and diced.
More than twelve hours in, my experience with many of Two Worlds aesthetics has been met with lukewarm reception, but the game has many redeeming values. Hardcore RPGers are advised to wait for our full review, as I'll make sure to flesh out all of Two Worlds' good and bad points in greater detail.
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Posted: 24 Aug 2007