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Two worlds reviews
Two worlds reviews









If you're after a bland slog-o-thon of an adventure that'll easy soak up fifty hours of your life while never truly thrilling you, we're guessing you might see something in Two Worlds II. The bugs don't seem as numerous nowadays, but the AI is still awful (sometimes an enemy follows you to the ends of the earth sometimes they give up and prance back to their start position even while being pelted with arrows sometimes they just stand there and take it), while strange events abound (keep your eyes peeled for errant barrels rolling down hills for no apparent reason). Like we say, persevere and it's not a total loss, but the languid opening is a considerable barrier to entry to all but the most determined adventuring sorts. The trend continues here the magic system (handled through a deck of cards) is a nice touch, as is being able to reduce items to their component elements to reinforce or indeed construct other weapons. It always presented a sprawling world, with a selection of (middling) quests and an impressive amount of inventory. If you manage to make it through the underwhelming first five hours, things gradually begin to pick up, but then that's never been our issue with Two Worlds. In terms of atmosphere, it hardly helps that the game's princely lead is an obscenely gravely-voiced self-parody of a hero, a voice hilariously at odds with one of the campest running animations we've ever seen.

two worlds reviews

Rant all you like about Bethesda's dated engine, but a half-decade-old Oblivion still looks leagues better than this. Looks-wise, it's the usual fantasy RPG story - with some reasonably purdy looking forest/mountainous/desert areas underpinned by shatto character models. Switch over to sword and armour, ready to mop up the grisly remnants. So while it sounds decent enough being able to kick off a scrap from far away in mage regalia before flicking a hotkey to instantly











Two worlds reviews