Sunday, January 23, 2011
*Games: If you follow console games at all, it's pretty likely that you've heard of Two Worlds. Released in 2007 for PC/360, it was quickly greeted as a colossal failure and one of the poorest pieces of software to hit retail at that time. The reviews were absolutely scathing, and the title quickly became a running joke in the industry -- even a bit legendary, really.
Naturally, no one expected a sequel, however, a sequel there is. Even crazier, not only did the sequel actually get made, Two Worlds II is about fourteen bazillion times better than what they turned out the first time.
In fact, it's so much better it's not even comparable to the first game. Seriously, everything is massively, massively improved.
For realz, yo. And no, I'm not kidding.
So, here's the deal: SouthPeak sent along a copy of Two Worlds II on 360 and I've put about five or six hours into it so far. (By way of comparison, I put about fifteen minutes into the original before chucking it out the window.) I'm getting through it as fast as I can, but this is a big project. In the meantime, here's a quick and dirty breakdown for those who want to know:
> The simplest way to describe it is that it's a third-person open-world Western-style RPG. It's probably most analogous to Oblivion, although much more fast-paced, streamlined, and guided. To me, those are positive qualities that I appreciate. Does anybody really complain when a game includes a map marker indicating the location of your current goal? I know I don't.
|You can also swim, but it's A LOT SLOWER.|
> The main character can equip three completely different sets of equipment at the same time and cycle between them with a quick press of the D-pad. Whipping from robes and a mage staff to a bow and arrows to a broadsword and shield in the span of a second without stopping to go into an inventory screen is totally appreciated, and is a great way of keeping the real-time action moving.
|There might be some good loot here...|
> Apparently the magic system allows for a crazy variety of player-defined spells. I've seen a little bit of it so far, but I don't have enough of the components to actually see the full scope yet. At this point I can change the elements of my spells (ice/fire/water) and the nature of the spell (bolt/area blast) but not much else. Still, it's easy to see how flexible the system can be once I start collecting more goods.
That’s about it for now – I’m still really early in the game so I can't say much more than the quick observations above (estimated completion time without sidequests is around 20hrs, I’m told) but as someone who is a fan of this style of game, I definitely appreciate the tweaks and choices on display. It’s a little rough presentation-wise, but it’s all easily forgiven in light of the cool bits I’m seeing.
|You can travel to that tower in the distance in real-time.|