Two Worlds II Review

RPG titles are some of the most difficult titles to place a lot of commitment to. The first hour sets up the basic plot and characters while much of the rest of the title works to secure the story and tie in all the various elements together while using gameplay to bring a cohesive experience to the player.

For Topware Interactive’s Two Worlds II, the title stumbles a bit in the beginning; but expands and allows a lot more freedom than other recent RPG titles that have been released.

Two Worlds II consists of one main strength and one main weakness, which in some ways parallel each other and allow one to gain momentum over the other as the title plays itself out.

From the outset, Two Worlds II begins after the events of the original. That said, there is little bridging the gap in the beginning for players who never played the first one. The hero, a slightly customizable character with brooding anti-hero voice, is assisted in escaping while planning the rescue of his sister from the captivity of Gandohar.

That begins the plot of the sequel which expands at a breakneck pace once the tutorials and backlog of information is presented to the player. Two Worlds II does do a good job of explaining the basics of upgrading, crafting, spell making, and leveling; but there is so much customization available it is almost too much to take in.

This is the strength to Two Worlds II. It is a non-binding player experience. First, allowing for three different customizable weapon sets that are switchable open a much bigger combat experience. While this can boil down to ranged, magic, and melee combat, equipping three different melee combat sets is also possible and a fun depending on what enemy is approaching.

The smarter way is to equally upgrade each skill because enemies are affected by different means and blindly hack-and-slashing doesn’t always work. Or will never work. Learning how magic spells work and how they can be customized to create larger more complicated spells is another great addition to magic-specific users. Two Worlds II is one of the best titles for player freedom, especially in an RPG which usually classifies combat early on.

Though the main weakness for Two Worlds II is mainly in the presentation.

While the title for the majority of the title looks impressive, especially environments; many characters especially in the faces, just look bland. The voice acting as well is much better for NPC characters than the main character whose voice reminds me of an attempt at being The Punisher, but coming off as somewhat illiterate. It’s not a huge problem, but when NPCs have more believable tones, listening to the protagonist is painful.

I admit, for the scale of the title, not everything has to be perfect, but the issues are glaring compared to what the title does well for players.

As with most RPGs, the side missions vary and are plentiful, taking players all around the world and even sometimes are given before players even have the ability to succeed. The balance between the player and enemies is a little skewed against the player; sometimes trial and error is the only way to truly know if a strategy is going to work.

The main lesson is: save often.

Though the more the title is played, these skills become much more second nature and allow for more freedom in how confrontations take place. Combat can be a mix of smarter ranged attacks and hack-and-slash melee; though it might take some time before players can even take on some of the mid-level enemies in the title. A main point for Two Worlds II’s combat is to play smarter, not harder.

Two Worlds II is a good RPG experience for those that enjoy the medieval setting against a big evil plot line. The immense customization is an awesome breath of air for players. Just prepare for a good investment of time. It might start off a little slow, but there definitely is a slow crescendo to the third act.

Great for seasoned RPG players, but might be too customizable for casual fans.


Review Copy Provided by Publisher

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