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Two Worlds II Reviewed


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Posted 17 February 2011 - 08:09 AM

Terminal Gamer recently published a new review of Two Worlds II, the fantasy RPG from Reality Pump. The game sends players to the unexplored land of Eastern Antaloor and features detailed graphics, an active combat system, and a complex storyline.

From the review:

As expected with a good RPG, there are plenty of side quests to complete that are mini-stories in themselves. They usually pay well and are worth the extra time they take. Some quests you can complete as you progress along with the story, so be sure to speak to people everywhere. You have a map that you can use and each point of interest has a colored pin that represents what that point means. Active Quest Givers have a Sky Blue pin, so keep an eye out for them. Each quest you unlock is added to your quest log, and once open, you can activate a quest and track it on your map. This is handy in showing where you need to go for each quest. The quest log is divided into three categories. Pending, completed, and failed and each quest has a description, and sometimes hints.

Gameplay is along the lines of a good hack-n-slash. Where TW II sets itself apart from other games is in the weapons upgrading system and looting system. As you travel around killing, maiming, and destroying, youíll find items that you can pick up and take with you. There are chests you can loot from, and some of these require a lockpick. Most of the items can be broken down into their elemental parts and these parts, in turn, can then be used to upgrade your weapons and armor. You are limited as to how many items you can carry, but you arenít limited as to how many elemental parts you have. Dropping items becomes unnecessary since you can reduce the items to basic parts and carry as much of that as you want. You can have three different weapon sets configured and you need to make sure to not disassemble items you have selected for an inactive weapon set, since no warning is ever given.
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