Two Worlds Review

RPGWatch rolls in a bit behind the rest with their thoughts on Two Worlds, actually managing to avoid comparing it to Oblivion and rating it 3/5.
Of course, if you choose to look behind the curtain you will find that the great and powerful Oz has a whole lot of issues. While I loved the sidequests, the main quest is not all that great. That wouldn't be too much of a problem except that the game assumes you will do what you are told, and you can expect to see more than a couple broken quests and broken dialogues if you play using what I call 'the tangential method'. By that I mean that one interesting side quest leads to another and another and pretty soon you've eliminated a whole faction - but returning to the main quest-giver has them asking you to speak to that person, and rather than saying 'um ... I killed him and all of his friends' you ask where he is and some other details. Speaking of ... well, speaking ... the written dialogue is stilted and stiff, even excusing the middle-English usage. None of it flows all that well but listening to the actors speak the lines gives them a whole new dimension of bad. I generally muted the sound or removed my headphones as simply reading it was much less painful than the combination of sound and text. In terms of combat balance I would characterize my progression through the game as follows: early on I died in pitched battles with slugs and kittens; mid-game I defeated small clusters of monsters and lived to die when ganged up on by a dozen or more; late in the game I could defeat top-level dragons with a single time-effect spell without breaking my stride. In other words, even with the latest patch, the balance is crappy.