Two Worlds Review


Do you know that guy that is always mouthing off about how tough he is? Sure, we all know someone like that. Then you should also know that the majority of the time if someone is talking such a big game they usually fall far short of it. You know, like a boxer that talks about how he's going to beat the other guy so bad his parents won't recognize him but, naturally, he goes out and gets K.O.'d in the first few seconds of the fight. Many videogames are like that fighter. They talk a huge game, even brave enough to compare their product to other already proven games. But, sure enough, once the power is on and it's for real they really end up disappointing. All of this lead up to a new RPG for the Xbox 360 called Two Worlds. To learn more please go to your local library or read on...

The 360 doesn't have a huge selection of RPGs but it does have one of the best ever made called Elder Scrolls IV: Oblivion. It's pretty much regarded as the king of the console gaming RPG hill. So it's only to be expected that others will try to knock it off that perch and I applaud the effort because otherwise we would never advance. But, jeez, you at least have to give it your best shot, not just walk up and expect that because you say you're a great game that that's enough. This is a lesson that the developers of Two Worlds are now learning I believe. It's like they created a list of RPG elements that would make a great game and then, one-by-one, slapped them into a game without making sure they worked or were enjoyable. Certainly many aspects of Two Worlds sound great on paper, or the back of a box, but in reality they just don't create a great, or even good, game.

The Two Worlds storyline is fairly standard RPG fare. It takes place in a world called Antaloor that was roughed up pretty well between good guys and bad guys. The bad guy, Aziraal, was killed in what I can only assume was an epic battle and his body was tossed into a magic tomb in a secret location. Around 300 years later you and your sister enter the story on horseback. Things happen and the two of you are separated but not before she gets to utter the classic line "Tis only a flesh wound". Being the good brother you are, you set out to find her and also take on any other small little task that might come your way. Naturally you also will need to save the world from the Orcs and the potential return of that once-killed Aziraal. The story is what it is. It's not bad, not original, but it does move you from place to place. There are quite a number of side tasks/quests that you can accept that keeps the game from being linear. The land of Antaloor is huge and there is a lot of exploring to be had but several issues with the game stop you from wanting to continue too far with the adventure.

But before all of this you create your main character in a process that isn't all that rich with options. This isn't a Tiger Woods quality character creator, but I suppose it's something. You don't pick a traditional class for your character, which is kind of neat. Instead you get points as you level up that you can distribute any way you like. So if you like the strong fighter types just keep pumping points into strength and vitality, while those liking the magical world can apply their points to willpower and magical skills. Or if you're indecisive go ahead and spread the points evenly across all skills. There are no rules in place that limit what weapons or spells your character can use but most of the really cool items do have restrictions set based on your skill points in a certain attribute. There is also the ability for your character, no matter his skill levels, to create potions. These can be used for health, adding flames to weapons, or increasing certain stats.