Review – Two Worlds II

By: Louis Edwards

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Polish developer Reality Pump and publisher Southpeak games teamed up to bring us the sequel to an Role Playing Game that was less than stellar. Did they build a better game, or just send out more trash? Read our review to find out.

Two Worlds II released last month, and with over 50 hours of play time just to get through the story mode, it is easy to say the game is lengthy. The story picks up 5 years after the end of Two Worlds. Your character, the hero, is a prisoner in the dark dungeons of Gandohar’s castle and any hopes he has of saving his sister, whom Gandahor has taken captive, seem to have vanished along with his freedom. In spite of a self-sacrificing battle against evil, the twins were separated and Kyra is now under the influence of a powerful magic spell from which there is no escape. Evil influences are attempting to awake the slumbering powers of an old generation in order to dominate all of Antaloor, and the hero is powerless to do anything about it.

However, just as his despair has reached its lowest ebb, a faint ray of hope appears from a completely unexpected direction. The hated Orcs have put together a rescue squad and the hero is amazed when they free him from the chains of his tormentors.  Still skeptical about this newfound truce between two races which have always been deadly enemies, the hero once again finds himself confronted by a completely new situation. He has to find out why the Orcs helped him – and learn as much as he can about their mysterious leader, the legendary Prophet Cassara. She is both beautiful and mysterious – but the hero must trust her if he has to have his long-planned revenge. So he starts out on a dangerous journey through a land desecrated by evil – a journey he hopes will shed some light on Gandohar’s dark past and help him find a weak point in the defenses of this powerful Mage. Only then can he finally rescue his sister, Kyra.


The story is long and the map of the world is huge. Voice acting is good, but not cinematically great. The hero’s voice can pass as Christian Bale’s Batman, even though the hero looks about 5′ 8″ and not exactly buff. A lot of detail has been put into the story, and each sub-quest has its own sub-story. The writers must have spent a lot of time to come up with a story that is not only long, but also entertaining. The characters fit well together and most are well thought out.

As expected with a good RPG, there are plenty of side quests to complete that are mini-stories in themselves. They usually pay well and are worth the extra time they take. Some quests you can complete as you progress along with the story, so be sure to speak to people everywhere. You have a map that you can use and each point of interest has a colored pin that represents what that point means. Active Quest Givers have a Sky Blue pin, so keep an eye out for them. Each quest you unlock is added to your quest log, and once open, you can activate a quest and track it on your map. This is handy in showing where you need to go for each quest. The quest log is divided into three categories. Pending, completed, and failed and each quest has a description, and sometimes hints.

Gameplay is along the lines of a good hack-n-slash. Where TW II sets itself apart from other games is in the weapons upgrading system and looting system. As you travel around killing, maiming, and destroying, you’ll find items that you can pick up and take with you. There are chests you can loot from, and some of these require a lockpick. Most of the items can be broken down into their elemental parts and these parts, in turn, can then be used to upgrade your weapons and armor. You are limited as to how many items you can carry, but you aren’t limited as to how many elemental parts you have. Dropping items becomes unnecessary since you can reduce the items to basic parts and carry as much of that as you want. You can have three different weapon sets configured and you need to make sure to not disassemble items you have selected for an inactive weapon set, since no warning is ever given.

Inventory Menu

Having three separate weapon sets is another design that sets TW II apart from other games. You can have one set up as an archer, one set up as a Mage, and another set up as a warrior. This comes in handy when traveling through areas with more than one type of enemy. Different enemies require different weapons to defeat them so pay attention to the enemies on-screen health meter. The meter will indicate their weaknesses, so act accordingly.

As you progress along, you’ll earn Skill Points and Attribute Points. These are then applied to different skills and attributes depending on how you want your Hero to evolve. The attributes are basic but the skills system is very detailed. With six different skills categories, and each category with its own subset, you can have your hero evolve in many different ways. If you want to be able fully upgrade weapons, you need to build up your metallurgy skills from the Crafting Skills category.

The C.R.A.F.T. (Complete Reshaping And Forging Technology) system is what is used to upgrade weapons. Special crystals can be found in the game and these can be attached to weapons and armor to increase the damage or protection of that item. A fully upgraded weapon can go along way to helping you defeat any foe you come across, so it’s best not to ignore this system.

The menu has an Alchemy tab, and learning this system is key to creating useful health and mana potions. The P.A.P.A.K. (Portable Alchemy and Potions Assembly Kit) allows you to create useful potions from herbs and organic material found throughout Antaloor. Resistance potions are also useful for resisting fire attacks from foes. Killing animals along the way seems pointless until you find out that a baboon heart is perfect for restoring health and a hairball from a cheetah can make potions stronger.

The last tab is the Magic Tab. This tab provides access to the D.E.M.O.N.S. (Dynamic Enchantment, Magic, Occultism & Necromancy System). This system governs the creation and use of spells according to the five schools of magic. These schools are Air, Earth, Wind, Fire, and the mysterious fifth element Verita. DEMONS is used to customize spells created by arranging spell cards in a balanced manner. There are carrier cards, which determine a spells core functionality. Effect cards which determine the elemental magic that gives the spell power. Last, but not least, Modifier cards which influence the nature and effects of a spell based on the spell’s core.

The story has a depth and character list that goes well beyond most RPG’s, and you could easily spend weeks playing through the entire game. Lockpicking, pick pocketing, sword fighting, quests, and so on, lead you in to a world that is well designed and though out. The overall map of Antaloor is huge, but portals can be found that help you to quickly navigate between the areas of the map. There’s also a portal stone that will allow you travel to any given portal and a personal portal stone which can be dropped in a spot and become a temporary portal so as to be able to move between your current location and another portal. This is very helpful if you need to pick a lock but are out of picks. Drop your stone, teleport to a town and buy some lock picks, then teleport back to your personal stone. Be sure to pick it back up though.

The graphics for the game could be better. They are a step up from PS2 games, but don’t quite measure up to top of the line games like God of War III and Uncharted 2. This is the one area where improvements needed to be made. The enemies are well designed, but graphically aren’t as sharp as we had hoped they would be. The game had a tendency to slow down when a lot was going on graphically, and screen blur was often seen. This doesn’t make the game unplayable at all, but does take away from the overall experience.

The music for the game was enjoyable to listen to and well placed. Tempo is used quite often to help create the overall experience of a scene or battle, and it fit nicely. The music goes from soothing and delightful, to haunting and rough.

There is also a multiplayer element that allows you to play either with, or against online opponents. A seven chapter adventure mode is a fun co-op game. Village mode is a RTTS mode that pits you against an opponent and you race to build villages and keep them happy. Deathmatch, where you’ll team up against another group of online players. Crystal capture which is basically capture the flag. And Duel, where you’ll face off with an equal opponent and fight to the death.

The original Two Worlds was an utter mess that probably should have been scrapped altogether. Two Worlds II, on the other hand, is what any great RPG should be. Depth in every direction, a story worth having, characters worth remembering, and a game worth playing.

Biggest piece of advice for this game: Read the Manual before playing

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