We've been able to do a little catching up in between RPG releases during the summer months, and that's given Eric the opportunity to turn his attention to Reality Pump's Two Worlds II long enough to pen a full five-page review. Let's get you started with a couple of paragraphs:
Fortunately, Two Worlds II has some surprisingly robust and enjoyable mechanics that flesh out its RPG feature set. For starters, it features a fully open, classless character system. This means that it's possible to make pretty much any character you like, at least within the confines of what the game offers, and it encourages mixing and matching rather than sticking to one specific role. The game also has just the right number of attributes - Strength, Willpower, Endurance and Accuracy - and pretty much every single skill you can pick up is useful, from various crafting skills, to pickpocketing and assassination, to elemental arrows. Leveling up is pretty quick early on, but late in the game you'll be getting most of your experience points from quests. There's some satisfying character progression on tap, although like a lot of other titles, Two Worlds II does have a strong inverse difficulty curve.
Crafting is probably the thing most people will remember from Two Worlds II. Personally, I've never been a big fan of crafting, mostly because the systems are never that well balanced, or are overly complicated. Two Worlds II is different. There's no "standard gear" or "crafted gear" - rather, crafting serves as a way of enhancing your existing equipment or recycling stuff you don't need. Literally any piece of gear can be upgraded with slots to place magic gems in, or deal more damage, or provide more protection. Furthermore, since every piece of loot can be broken down into fundamental components, every single item you pick up can be reused and turned into something you might want.