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I'm not much of a psychologist, but if there is one thing I know
about the human condition, it's this: anyone can be made to believe
anything. All it really takes is confidence, a few false
promises and a large dose of hype. This is something that developers
Reality Pump must know all too well, having somehow managed to convince
the game-playing world that they were preparing to release an epic
RPG masterpiece with Two Worlds.
When
I saw the first screenshots I was blown away, and so great was my
excitement and anticipation that I had already decided that this
game was incredible before I'd even played it. Unfortunately, what
I got when my frenzied fingers had scratched open the cellophane
wrapper and fired up the Big White Box, was nothing short of soul-destroying
disappointment. From the largely pointless character creation screen
to the strange control system (Y to jump forwards, B to jump backwards
- why?) something wasn't sitting right with Two Worlds. But I decided
to persevere, give Reality Pump the benefit of the doubt and at
least play the first few hours. After all, the game looks beautiful
- really, really Kate-Moss-beautiful. But I had to see if it was
all just skin-deep, I had to see if this was just style over substance.
I so wanted to love this game, to finally find something that could
stand beside Oblivion,
Diablo and World
of Warcraft in my RPG Hall of Fame. Alas, however, it was not
meant to be. There are just too many things wrong with Two Worlds.
Quite how this game has managed to hit the bestseller lists is beyond
me - I can only assume it is down to the aforementioned hype, as
well as obvious comparisons to other, better games already on the
market.
To
call Two Worlds derivative would probably be unfair, but on the
surface it is so much like Oblivion that it's shocking. Graphically
it's very similar, and to be honest I don't think anyone from Reality
Pump could tell you that they tried to veer away from the Elder
Scrolls series and keep a straight face while doing so. The whole
feel of the game is familiar - but beyond that initial atmosphere,
Two Worlds begins to fall distressingly short of its far-superior
idol.
On
paper it seems quite promising. The story is the usual RPG-lite
affair. You play a mercenary bounty hunter with a mean streak, whose
frighteningly-sexy-for-a-load-of-pixels sister, Kira, has been kidnapped
by a shadowy group of individuals bent on world domination. The
ransom? The use of an eldritch artefact that - thanks to some seriously
unlucky family heritage - can only be activated by you. Of course,
along the way you can abandon your white-knuckle race against Time
and Destiny to do some monster-bashing, heirloom-recovering, fetch-and-carry
quests for various bone idle NPCs in true RPG style, and return
to the main quest to save the world of Antaloor whenever you're
ready. The quest-system itself is no different from any other game
in this genre; it's a simple question of speaking to a character
and going where they tell you to, killing or stealing whatever is
there and returning for your reward. The size of the game world
is impressive though, with huge rolling hills, glittering lakes
and dark forests all wrapped around cities, towns, abandoned towers
and derelict mines just waiting for the well-armed explorer that
you are.
The
problems started for me with the character creation. You can
customise your appearance, from body size to eye colour to facial
features, but you can't choose a sex; you have to be male for the
storyline to work. There is also no Class system in Two Worlds.
Development is handled by the garnering of Experience Points - Department
of No Surprise holding on Line 1 - rewarded for killing monsters
and completing quests. When you earn enough, you raise in level
and can distribute skill points across your various talents. Whether
your boat is floated by toe-to-toe combat, stealthy skulduggery
or flashy spell-slinging, Two Worlds has something for you. The
problem is that it has all been done before. Putting points into
strength, vitality, dexterity and willpower is so old hat now that
it's actually expected in RPGs. There are no surprises anymore.
Personally, I prefer a game that lets you choose a class, because
otherwise you're able to drift around not really developing a role-playing
character, but rather a fairly generic action hero who can do a
bit of everything. Especially seeing as the skill points you spend
are all completely reversible thanks to Skill-changers, special
NPCs who allow you to retrain for a price. What happened to games
where decisions are final and you have to play them through a few
times to see everything?
The
control system in Two Worlds is also a bone of contention for me.
I think in an attempt to make the controls intuitive, the developers
have succeeded only in making them more complicated than they need
to be. As I mentioned before, jumping forwards utilises the Y button,
while hopping backwards is accomplished with the B button. I can't
understand why this is so, as it just makes things difficult and
awkward. Selection of skills is made possible by another staple
of the RPG genre: the skill wheel. You can assign skills and weapons
to the D-pad and use these "Hotkeys" to switch between powers and
equipment mid-fight. But you have to first select the skill (and
therefore remember which direction you assigned it to) and then
click the left trigger. In the middle of a fight whilst you're bashing
the right trigger repeatedly, this adds valuable seconds to an otherwise
simple task. In short, hotkeys should be just that - a one-press
selection system.
This
becomes even more annoying if you take the path of magic, since
you have to select each spell via two button-presses every time
you want to cast it. In a fight, switching between offensive spells
and healing magic will see the slow-fingered dead in seconds. Melee
combat, though, has a few interesting sidelines for the discerning
mentalist, with tricks and moves available in exchange for skill
points that - for example - enable you to blind your opponent by
kicking up dust or thwack them on the top of their he head and stun
them. Once the melee system is mastered, it can be quite fun to
wade into several enemies at once and tear seven shades out of them
in a matter of minutes. There are also various traps available,
such as spikey leg-mashers and assorted movement-hindering/skin-shredding
contraptions for the aspiring cowards out there who like to give
themselves an advantage over an opponent from the get-go.
To
be fair, the developers have managed to be almost original with
a few interesting innovations. The first is the magic system. Spells
are found on cards, categorized by five different schools: Fire,
Earth, Air, Water and Necromancy. These cards are acquired from
various vendors, quest-givers and vanquished foes around the world
and are placed in your Spell Amulet, along with other cards known
as boosters, which add various effects to the chosen spell, such
as increased damage or reduced mana costs. Playing around with combinations
can yield some powerful results for those who invest the time and
effort. It certainly does add an angle to the game to anyone who
fancies himself as the next Harry Potter. Another innovation enables
the combining of two similar items of equipment to create a more
powerful version. Each piece of equipment has a class level and
each time two items of the same type are combined, they create an
item one level higher, with increased stats for the wielder/wearer.
Yes, it's similar to things that have been done before in RPGs and
action games, but it is a nice touch and an interesting way to free
up inventory space while progressing your character. Along with
various gems and stones that add damage to weapons and defences
to armour, customisation of your character's gear can become quite
a comprehensive affair in Two Worlds.
As
found in Oblivion, there is also an Alchemy option, which allows
you to mix ingredients and potions into special elixirs with a plethora
of effects. Ingredients are found everywhere, from the organs of
vanquished foes to the flora of Antaloor and can be mixed in seconds
to create some unusual, often life-saving cocktails. But rather
than feel like anything new, this feels like a complete steal of
Oblivion's alchemy system. I know I keep comparing the two games,
but I can't help it. You won't be able to either. Two Worlds apes
Bethesda's game in so many ways that you just can't ignore it. If
it did anything better than Oblivion then perhaps it would be forgivable
- but it doesn't. It's the underdog in every way. Even elements
of RPG legends like Blizzard's Diablo can be found in Two Worlds.
The
one thing that Reality Pump did get right is the musical soundtrack.
The scoring in Two Worlds is pretty fantastic, with hypnotic, haunting
melodies and pounding heroism-inspiring orchestral pieces setting
the mood perfectly. There are even several original songs on the
soundtrack that add a real depth to the feel of the game. The same
cannot be said for the voice acting, however; in places it can only
be described as woeful. Between classic lines like "So you thought
you could escape me?" and a butch American accent using Shakespearian
terms such as "narry", "forsooth" and "prithee", the vocal aspect
of Two Worlds grinds the nerves like a cheese-grater on your pink
parts.
This
game was so well-hyped, the wheels of Reality Pump's PR-machine
churning so hard for months leading up to its release, that I was
waiting to be knocked for six and really wowed by Two Worlds. Unfortunately
that just didn't come to pass. A flawed physics engine that makes
for hovering corpses, half-your-body-in-a-wall collision issues
and a terrible, terrible horse-riding dynamic compounded the other
disappointments into something close to actual rage when I played
this game. People who create games that plagiarise classics the
way Two Worlds does with so many RPG greats should be forced by
law to either create a mind-blowing homage or fall off of something
high onto something sharp repeatedly until they see the error of
their ways.
Two
Worlds is not the worst game on the Xbox 360. But it is the
worst RPG available for Microsoft's console. How this game was made,
in all honesty, is something of a mystery to me. It brings almost
nothing new to a genre that, frankly, is waiting for something incredible
to happen, and offers players little other than frustration, disappointment
and headaches from the constant and antagonising Pigeon-Shakespeare.
If you want an action RPG to provide you with excitement and adventure
and hours and hours of life-stealing gameplay, then your choice
is still limited on the Xbox 360, but there are other options available
to you. I would advise you to explore those other options before
you exchange any money for this. Perhaps I am being unfair, but
no one would have looked so kindly on Saints
Row if it hadn't done the GTA
series justice and brought something new to the genre, along
with its blatant imitations. When compared to other RPGs on the
market today, Two Worlds is a game that simply did not need to be
made. Two Worlds? I have two words: Avoid. This. See what I did
there?
Reviewed by Mick Fraser for AceGamez (All Rights Reserved).
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