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Sunday, November 14, 2010

Two Worlds: Epic Edition

Product Details
Two Worlds: Epic Edition

Two Worlds: Epic Edition
From Southpeak

List Price: $19.99
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Average customer review:

Product Description

The Epic Saga Continues …300 years after Aziraal has been banished, a brother and sister are drawn into the conflict which has flared up between the Orcs and the free world. Kyra, the hero’s younger sister, suddenly disappears in mysterious circumstances. The hero, a bounty hunter, searches throughout Antaloor for her. His quests take him to the far-off reaches of the continent. Constantly on the alert for a clue as to her whereabouts, he keeps his eyes and ears open during his travels. The mercenary jobs he gets are not just for collecting information – he also receives gold for these tasks and he must have gold to continue his search. However, it’s not always easy to find tasks that pay - he even has to gain a reputation with certain groups before they’ll even think of entrusting a tricky task to him. After many weary months of searching, he finally gets his first clue - a mysterious letter that tells him to make for the mountainous region of the far north. As luck would have it, he has also heard of a possible job in the village of Komorin in Thalmont - and that’s on his route - so it’s the open road for him again. The villagers in Komorin can also count themselves lucky that they’ve actually found a mercenary to help them with their problem - most of the young and capable men have gone to help fight the Orcs in the south. The Thalmont government hasn’t helped much either - officialdom says it can’t spare the time for other problems when they have rebels to deal with... Thus begins the story of Two Worlds - one mercenary arrives alone in Thalmont, a wild mountainous region totally unfamiliar to him. Will he succeed in finding his sister.

Product Details

  • Amazon Sales Rank: #2954 in Video Games
  • Brand: Southpeak
  • Model: 50022
  • Released on: 2008-08-19
  • ESRB Rating: Mature
  • Platforms: Windows Vista, Windows XP
  • Format: CD-ROM
  • Dimensions: .20 pounds

Features

  • Journey even deeper into the world of Antaloor with over 90 new quests and eight new multiplayer maps
  • Determine the fate of strife-torn land of Antaloor in dynamic, open-ended RPG gameplay
  • Endless character customization options include four distinctive classes, a complex alchemy system, and thousands of unique item dropsEndless character customization options include four distinctive classes, a complex alchemy system, and thousands of uniqu
  • Build your character’s reputation with intelligent, networked systems of guilds and secret societies to unlock a deep, rich gaming experience
  • Wide range of multiplayer options let you to test your character’s might in gripping PvP duels in Arena mode - or solve a series of exhilarating quests as allies

Customer Reviews

A good choice for gamers with a bit of patience3 (I have not tried any of the online play, so this review is essentially for the base game with the included patches that are otherwise downloadable.) I am a HUGE fan of single-player PC action/adventure RPGs, especially the Elder Scrolls and Gothic titles. Although I have yet to dig into Oblivion's Shivering Isles expansion, I have since tried to find a few "bargain bin" games to play in between Lord of the Rings Online sessions. The Witcher was fantastic, Fable too short and too buggy. I stumbled upon Two Worlds by accident, but I'm glad I did. As another game coming out of Europe, it isn't exactly a household name, and it's certainly not the most original game you'll ever play, but it is quite entertaining . . . if you can tolerate some of its shortcomings. For starters, Two Worlds might not be quite what you'd expect from the box description or installation process, which is sometimes funny and sometimes frustrating. During the installation, there is a splash screen with a busty young woman. If you've played The Witcher or Fable, you might think that to be a hint of in-game "conquests" to look forward to, but it's your SISTER. It's also (after 50 hours of gameplay, anyway) the most revealing display you'll ever see. More on that later. There is a reference to four character classes, but unlike traditional RPGs where you pick a class and stick with it, Two Worlds doesn't adhere to strict character design limitations. For that matter, don't expect much guidance as to what path you take; after a lot of time spent playing, I have yet to find any advantage to straying far from the hack-and-slash route. Magic certainly has its place, and you can of course follow a more archery-heavy ranger approach, but sooner or later you're going to find yourself in the thick of a dungeon brawl where a sword and heavy armor are your best resources. Fans of a rogue/thief/assassin approach will probably be disappointed, as stealth and backstabbing are not viable for getting through most encounters. Much has been said about the use of horses for travel and combat in Two Worlds, mostly negative. While a horse understandably can't scale a sheer cliff or jump over a castle wall, there are situations where your horse will abruptly stop in its tracks or change direction rather than continue where the path slopes a bit or a small obstacle blocks it. This is also true in combat, as your steed will charge headlong through a squad of orcs without hesitation, and then slam on the breaks as you ride past a single opponent. You might have the best armor in the game, but a couple of orc arrows or swipes from a dragon will kill your horse quickly. I also found myself being pursued by guards after my horse apparently trampled innocent bystanders. This wouldn't be so frustrating if the horse wasn't so bloody useful. Pathing issues aside, a horse will greatly reduce travel time, and the damage bonus available when fighting from the saddle can be quite significant. Carving your way through a pack of wolves or slaughtering a band of outlaws is very satisfying - if you don't get hung up halfway through. Different types of horses (including orc lizard-mounts and armored skeletal horses) have varying cargo capacity, and are pretty much a must-have for any dungeon adventurer. Other interesting features are alchemy and equipment enhancement. Alchemical ingredients can be found all through the land, generally fare less scarce than in Gothic. Gems can be found to upgrade weapon damage, and armor and weapons of the same type can (usually) be "stacked" numerous times to increase stats. Unfortunately, some of the gems used in alchemy have misleading stats, because they don't mix to create potions or enhancements, but rather traps and bombs that may not be of particular use to you. Even with your strength boosted by potions and level-ups, carrying capacity is limited, so it's often best to find a safe storage place (abandoned buildings are great for this) and place a portable teleport stone there for easy access. It won't take long for you to accumulate some serious wealth, but some items are best held onto for future upgrades. In terms of story, look and feel, Two Worlds could just as well have the Gothic logo on the front. Seriously, someone unfamiliar with either game could read the plot synopsis from the first Gothic game and play Two Worlds all the way through without realizing they are different games. Orcs are poised to invade human lands, while rival human factions do battle in forests, mountains and villages. The orcs' god is imprisoned, necromancers are up to their usual business, and now an anonymous newcomer has arrived on the scene to do everyone else's dirty work while pursuing some noble plot. There are wolves, lizards, dragons and various other critters cluttering up the Euro-styled landscape, which is liberally stocked with healing shrines, magical monuments and teleport rings. All the standards are here. Unoriginality aside, Two Worlds is fun. There are many, many quests in the villages and cities, and even in the wilderness, all in addition to the main storyline. I found myself engaging mostly in side quests, coming back to the main plot when it looked as though a particular mission might drastically affect faction standing or travel options. Although far more of the game world is dedicated to wilderness and wildlife than to villages, cities and dungeons, there are roads and trails crossing the landscape, with ruins, bandit camps and houses here and there. Even with a very modest hardware configuration and scaled-back visual settings, you can see for incredible distances, often being able to see a route from your current location to a fortress or city that appears to be miles away on the map. Caves, tombs and graveyards are often tucked away off the beaten path, so exploration is key if you want to see your stats and equipment improve without spending your hard-earned coin at the town vendors. The various dungeons are loaded with monsters who carry all sorts of loot, and treasure chests often contain some of the best spoils. This does require some skill with the lockpicks, which can be hard to come by early on. There are few blatant bugs, although nothing as severe as was found in Gothic 3. Stability has been quite good - I've only had one crash in over 50 hours of play. The main problem is that corners were cut here and there. The dialog is atrocious, and the characters' mouths don't even move in a lot of the cut scenes. The character models look quite good in third-person mode, but not so good close-up during the cut scenes. Remember when I mentioned the woman during the initial installation? This far into the game, she's the only female who isn't wrapped up head-to-toe in some overzealous attempt at modesty. This isn't a game that needs to rely on T&A to make it interesting, but in a world where male characters are encased in staggering suits of armor, the females are extremely uninspired. What's worse is that almost none of the female denizens will talk to you, which is something right out of the original Gothic. Your sister? She communicates you mostly as a ghostly greyish apparition via cut scenes. I wasn't expecting The Witcher's level of interaction, but every woman in every town need not threaten to call the guards when I approach. Because of the way the inventory screen is arranged - poorly, as is typical of the genre - dealing with vendors can be a huge hassle. The save-game menu isn't very intuitive either, when it comes to overwriting or deleting old saves. Definitely don't skimp on the saves, as the autosave function works on a timer rather than when you enter new areas. If you're still reading this, you are probably very patient, which is a good thing if you're going to get the most out of Two Worlds. It really is a good game if you don't mind the generic world and plot, but it takes some time to get used to the quirks and move past them to the good stuff. I like games where I can wander freely, and still get many hours out of the quests. This is definitely more open-ended than The Witcher or Fable, more on the scale of Gothic or Elder Scrolls, and there is more room for replaying due to the reputation system and its bearing on faction and quests. Basically, buy this if you have the time to dedicate to a huge game and are willing to work around the problems. Flawed Gem3 Let me clear the air right off. I do not own this edition of the game. I own the first PC edition. The only difference between the two is the addition of a few more multiplayer maps and options and the improvements in the 1.7 patch which can be downloaded for free if you own the previous version. For that reason, I will not be discussing the mutiplayer beyond what I have experienced in the original. This game got a pretty bad rap when it first came out for PC and 360 in August of '07. It was buggy, rough, and very prone to crashing. The multiplayer was an empty wasteland due to the poor connection issues and aimless gameplay. Fast forward to a year later. Is Two Worlds any good? Well, it's not a bad game. It's a surprisingly fun (but mindless) romp through thick euro-fantasy tropes and hack & slash gameplay. Your character wakes up after being attacked and having his sister kidnapped by ne'er-do-wells. You gird yourself in a gravelly voice and oversized armor and head out to chop your way through the countryside. That's about it for the story. It suffers from the normal complaints in the European low fantasy genre, namely that the VO work is stilted and hammy and the plotline makes little sense. But you didn't really pick this game up for the stirring script did you? The game shines in the implementation of a completely open world similar to Oblivion with simplistic action RPG combat. As you level up in your quest to rescue your sister and defeat the overdramatic Evil Force, you'll ramble over the landscape and trounce enemies using either magic or weaponry and your upgradeable skills. The skill system isn't quite as advanced as the one in Oblivion, but it's deeper than many other action RPGs. You'll definitely not be able to max out all the skills in a playthrough, so you'll have to allocate points wisely with each level. The loot is widely varied and very cool. You can upgrade your weapons and armor by imbuing them with gems that add various effects. In a very innovative move, you may keep adding the same type of gem to a previously upgraded item, so you can keep improving the stats on a low level piece of kit beyond the point at which you normally would trash it. You can also "meld" the same type of item to improve the base stats if you pick up a repeat of something you already have. This is something I wish more loot heavy games would do. It appears SouthPeak wisely took the picture of the protaganist astride the warhorse off the front of the game. Mounted travel and combat was a feature marketed in the prerelease of the game, which turned out to have all the attraction and practicality of building your own Model T Ford. Stay away from the horseback riding. You'll save yourself a lot of stress. The bugs have been ironed out for the most part. there are still a few quest glitches and random graphical bugs, but there's nothing too upsetting at this point. I haven't crashed yet since upgrading to the latest patch. If you play this game as a simple action RPG rather than some kind of epic roleplaying story, you'll have a blast. One time you should ignore professional reviews3 This is actually a good game, in spite of the hate thrown at it by professional reviewers (though I would buy the DRM free, 64bit friendly version from Gog.com). True it doesn't do much new, but it does what it does well. What most people seem to hate are the dated graphics and bad voice acting. The story is actually pretty good. Most people react to the fact that this is an Oblivion inspired game, but once you get past that, the game is more of a blend of Oblivion and Titan's Quest. It lacks the depth of Oblivion's mechanics in most areas, while improving on the basics in others. There aren't nearly as many skills and the "limitless character creation" options are pretty limited, but the game play is good and the developers have improved on some of Oblivion's ideas. Basically, if you like Oblivion, you should give it a try. Pros: Realistic city layouts; big cities feel big Your horse isn't stupid and won't run off cliffs Mounted combat Lots of quests, most of which aren't totally boring Cons: Bad voice acting Not the best graphics Very limited character creation options

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