Two Worlds II Review

This role-playing sequel's big world and seemingly countless quests make it easy to overlook its wrinkles.

The Good

* A big world brimming with tons of missions and monsters
* A lot of clever, humorous touches
* Fun, flexible weapon upgrade and spell creation systems
* Visual diversity makes it fun to explore.

The Bad

* The story and characters are so uninteresting they barely register
* All sorts of AI and pathfinding troubles
* Some control and interface quirks.

If you played the original Two Worlds, you might not be surprised to learn that its sequel does not represent the role-playing genre at its most refined. What may surprise you, however, is that Two Worlds II's clumsy features don't greatly diminish the impact of its big, busy world. Here is an expansive third-person role-playing game brimming with fearsome monsters to slay, colorful spells to cast, varied quests to perform, and murky swamps to explore. The game lacks the fine points that adorn the greatest role-playing adventures--distinctive characters, a compelling narrative, and memorable plot reveals. But this is an entertaining journey nonetheless, due in no small part to intriguing but accessible systems that let you create your own magic spells, concoct potions, and upgrade your favorite weapons and armor. If you've been looking to lose yourself in a fantastical kingdom, and don't mind some clumsy combat and some nagging interface issues, Two Worlds II is a fine way to escape the rigors of the real world.

More on >> www.gamespot.com/pc/rpg/twoworldstemptation/review.html

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