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Title: Two Worlds Review @ GameSpy Date: 2007-09-03   
Author: little_shiba 
Two Worlds Review @ GameSpy
Short of either an intense desire to see the RPG genre sullied or irrepressible masochistic tendencies, you've got no reason to play Two Worlds. Except for an interesting pair of item creation and character leveling systems, every element of Two Worlds lurks somewhere between "atrocity" and "horror." It's rare we get to simply lay into a title, but Two Worlds for the 360 is undeserving of any mercy.

Verily Prithee Sirrah Nonce Hizzah!

Begin with a graphics engine that looks like it was kept carefully in reserve since the Playstation 2 launch, with identical flora and choppily animated creatures filling its choppily-moving landscapes. Your character's model will reflect what you have equipped, but for the most part it will simply appear that you're equipped with "badly textured sword-shaped weapon 1," or "robe whose fabric your legs keep passing through X." Identical swarms of enemies will attack you, with wolves who are undistinguishable from boars (or any other gray quadruped) as an early warning of the graphical horrors to come.

"Swarms" come up often, as there appears to be no one at developer Reality Pump studios who can balance difficulty. Hordes of enemies wander the world, and while you'll eventually reach a point where almost any enemy is laughably easy, you'll spend most of the game desperately trying to kill even one foe before being killed yourself. Although death has no penalty, dropping you to the nearest resurrection shrine, combat balance shouldn't come in the form of delivering a few hits, resurrecting, delivering a few more hits, resurrecting, and repeating ad nauseum.


Built around a wide-open and original world, Two Worlds casts you as a fantasy hero who speaks with more "prithees," "verilys," and other randomly inserted Ye Olde Englishe words than is necessary or correct. So does everyone else, though. Everyone also shares the habit of babbling like a drug addict a week into an involuntary detox, stringing together bits of dialogue that technically make sense but just aren't worth listening to. The tale of ancient evil and a family curse (that's secretly a power!) is poorly written and poorly delivered to the point where you almost feel embarrassed for the virtual thespians forced to enact the lines.
Combat uses the right trigger for melee and the left trigger for your chosen special ability. In theory, different taps of the right trigger cause different attacks, but in reality you'll just be slamming the trigger down as often as you can. You'll have to pause to cast your healing spell with the left trigger, but you may want to reconsider doing that -- that's a few seconds during which you could get another hit in before your inevitable death at the claws and teeth of unavoidable, incredibly dangerous random encounters. You're probably better off just resurrection-loop attacking them than wasting mana you could use in a boss fight -- and don't worry, it'll be much easier than this pack of random monsters you bumped into. Good luck trying to engage at range or tactically, by the way, since the combat engine simply selects your targeted foe for you.

The character customization system offers some hope for Two Worlds, with meaningful choices of stat, skill, and power upgrades each time you level up. Identical low-level items can be easily combined (despite an unintuitive, to be polite, inventory interface) to produce reasonably powerful items for your level -- or they can be sold. And magic spells can be changed by putting different modifier "cards" on them, creating a card layout representing your own versions of your basic spell selections. It's a shame that these systems are stuck in Two Worlds.


Is There Any Hope At All

Beyond the horror show of Two Worlds' graphics, looking past the amateur-hour-at-the-Apollo balancing, and even ignoring the bitingly bad dialogue, Two Worlds manages to raise the bar for technical issues as well. In spurts from every few minutes to every few seconds, the game will come to a complete standstill as it tries to load its unimpressive-seven-years-ago graphics. Magical effects (like healing) will also tend to create fatal slowdown, and the framerate isn't all that hot anyways. AAA bugs that require restarting your 360 also abound, the perfect frosting to a cake made of garbage and offal.

It's rare that a game releases that is so shockingly incompetent. Online options don't make it any better; they're simply a chance to play a terrible game with other people, in a few innovative modes like "Team Deathmatch." When something this just plain malign comes out, it's cause for a sort of celebration, because every other game will seem better by comparison. If you absolutely insist on playing Two Worlds, at least you can rest easy in the knowledge that every other 360 game you play afterward -- and we're including Sneak King on that list -- will be a better, more polished experience.
This news is from: http://xbox360.gamespy.com/xbox-360/two-worlds/817055p2.html
Tags: Two Worlds  
 
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