2007's Two Worlds
is a strange, buggy, unbalanced mess held together with code and
Polish profanity. And yet I find it oddly compelling.
Developed
by Reality Pump (a Polish company established in the 90s and more
recently famous for the glitchy, broken meme factory Raven's Cry),
Two Worlds comes
across as a copycat of Elder Scrolls IV: Oblivion,
which released a year earlier.
The
similarities are strong. Both are non-linear open-world high fantasy
games with a main quest that's mostly optional. Both take place in a
mostly temperate forest terrain with touches of the exotic on the
fringes. Both have factions you can join. Both have a magic system
that can be abused if you know what you're doing (those are the best
magic systems).
Whereas
Oblivion casts you as
a firefighter stamping out hell-portals opening up all over the
country because a doomsday cult wants to summon their god, Two
Worlds starts with a more
personal approach.
The
hero's sister is kidnapped by a doomsday cult that want to resurrect
a dead god. Totally different.
The
major difference is that the nameless protagonist, is a complete
idiot. His sister is kidnapped in the opening cutscene because he
leaves her, wounded and bleeding next to a tree, so he can
investigate the safety of an abandoned hut. When the conspirators
approach him to blackmail him into working for them in order to
rescue her, he takes it at face value. When he's able to contact his
sister telepathically at various sites and learns of the quest to
resurrect a dead god, he writes it off as hokey superstition, despite
being able to be leveled up as a wizard. When it becomes obvious that
collecting the artifacts the cult wants would be disastrous, he goes
along anyway. One of the artifacts is actually powering the defense
of an innocent city against orcish attack and when you kill the
guardians and take it, the orcs invade the city and kill
everyone in it before you exit
the dungeon (you can apparently abuse the magic system and resurrect
the cityfolk with a leveled up spell, but there's no story reason to
do so).
Don't feel too attracted, that's supposed to be the player character's sister.
Blockhead
protagonist aside, the combat controls are clunky, horse controls are
clunkier, the map is not overly thought-out despite being rather
large (there's only one river, the big one dividing up two major
zones), and the English voice over acting is amazingly awkward. I
went for a heavy fighter type of build and the penultimate boss was
murdering me despite my high level, so I cheesed him with a low level
cold spell that I beefed up thanks to the overpowered magic system.
The ending glitched out on me and took me right back to the main menu
without showing the cutscene, so I had to reload a save.
And
yet.
And
yet there's something to this video game equivalent of a B-Movie. The
map is big. The environments are quite scenic, the soundtrack by
Harold “the guy who wrote Axel F” Faltermeyer is kind of great,
and while some of the zones are clearly undercooked (the swamp, the
snowy area, the desert tucked away in one corner and so on) riding
around and exploring remote corners is bound to turn up something
interesting: A quest line, a dungeon to clear out without any
attached quest, bandit camps, orc patrols, stone dragons that can be
cheesed because you have a faster attack rate and can get them into a
stagger loop as you pound on them without taking a hit. There are
monsters that only exist in smaller areas. I was riding around on a
skeleton horse. There was an entire city I never entered because it
was locked. There were giant gates in the middle of the map I never
figured out how to open.
In
short, it has mysteries that reward exploration.
I
wouldn't go so far as to recommend Two Worlds
as a good game. There are many like it that do the same things it
does with polish and balance, but I did have fun,
which is the entire purpose of a video game.
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