Monday, 22 August 2011

Two Worlds II

Two Worlds II
If you played the original two worlds, you will not be surprised to learn that its sequel does not represent the RPG genre in its finest form. What may surprise you, however, is that Two Worlds II is awkward features not much reduce the impact of his great, busy world. Here is a vast third-person role-playing game filled with fearsome monsters to kill, colorful magic to cast a variety of tasks to accomplish and murky swamps to explore. The game lacks the finer points that adorn the greatest role-playing adventure - distinctive character, a compelling story and the plot shows memorable. But it's still a fun trip, especially because some systems exciting, but available that allow you to create your own spells, potions brew, and update your favorite weapon and armor.

If you have been looking to get lost in a fantasy realm, and do not mind some clumsy fighting and nagging questions about the interface, Two Worlds II is a great way to escape the rigors of the real world.

Like its predecessor, Two Worlds II is in the land of Antaloor, where (again) your sister is in trouble and where (again) the evil wizard Gandohar amounts to no good. This is an appropriate framework, but it was not to build on its foundations. Through a series of flashback sequences look good, you end up learning more about Gandohar, but the personal touch is absent. The game spends little time to give your sister a personality, making her a mere MacGuffin to help get the story moving, but nothing more. Neither you meet many memorable characters. Although most of the copy is not bad, some of them is dead (his own character), ridiculous (a local drink) or rigid (a student needs). Pick up the volumes contain fascinating stories and treats, but much of the dialogue forced and against sounds of nature - something like an author to write, but it's not a real person would say.

This does not mean that the role of Two Worlds II is pulled Sometimes it's little 'of humor to keep you interested. One-armed man is threatening you, but it turns out, is a two-handed weapon, he hangs on his wall. Dialogue with little jokes can put a smile on your face, but you might actually laugh if you explore the mansion, and later discovers that the treasure chests inside, all containing two-handed maces. In front of the Black Knight recalls a memorable scene of Monty Python and the Holy Grail, while the Quest is a brand with Sean Connery as a soundalike (a clear reference to Indiana Jones and the Last Crusade). If humor does not excite you, perhaps the opportunity to drive results in the final cleaning. Many cases, you decide how to proceed. This decision is not only a Two Worlds II, and there is no flexibility you can play the exciting Fallout: Vegas or New Dragon Age: Origins.

Of course, there are more Two Worlds II that his story. There is a whole world to explore, which consists of green hills, universities and dank dungeons filled with decrepit skeletons rattling and hulking beasts. The graphics are not the best in class, but they aspire to more than mere "Generic Fantasy Land." The savannas of the early hour sticks close to brown, dusty paths and grassy meadows, but moves through the chapters reveals interesting perspectives. Asian-inspired design that begins chapter two (of four) takes pleasure in attractive red trimmings and finely decorated shelves. Nearby, the gnarled branches and dark gloomy give an air of mystery to a foreign company. You still have been inside some caves boring and dull (if sunny) of the field, but develops through the story exposes more visual delights. Load times are usually windy, so you do not have to wait too long when you enter houses or caves.

When you face your opponents threatening, you are not stuck with just the leaves, or bow, or magical incantations: You can choose one of these and easily switch between up to three devices made the touch of a button. Whether your weapon of choice is to fight an attractive, if a little ragged at times. If you're swinging a knife, sound effects give crusty zim games which moves melee strikes nearby enemies back. Furthermore, collision detection inconsistent you can not always get the wonderful feeling of influence you would expect when throwing an ax in an ostrich. Cast in the results of wind sounds (to invoke a giant spider) and swirling visual effects (heal yourself) - although self-targeting, the camera occasionally swishing around in ways uncomfortable. If you like ranged weapons and magic, you can find lots of loops and is best left for special occasions, as it is often difficult to put distance between you and this swarm of bees coming down on you.

It 'is particularly true in Two Worlds II, a narrow, dark dungeons, where many of the obvious shortcomings of the game become evident. Narrow caves are often populated by monsters too big for them. Maneuver becomes a powerful station can be difficult in these cases, especially when the camera is not cooperating makes it impossible to understand what is happening. The manual reveals the gun - and delay the transition between the sets of arms - can also be complicated as sticky. Fortunately, some slick combat situations can be exploited to your advantage. Humanoid monsters and suffer from similar problems of artificial intelligence and pathfinding. The beast might get stuck on a rock, allowing the skin with your arrows until he falls dead. Or, if you put enough distance between you and the target, you may not even react at all when the arrow finds its mark. You can see that some people discussed how certain creatures behave. For example, Big Cats running towards you to attack, and then scamper away quickly to escape the blow clips. But when the cat runs and locks himself in the middle of the slot and slides the entire rock formation at the corners, defying gravity, the immersion is broken.

Nevertheless quests involving the element of choice, stand out in Two Worlds II, because it is not always a clear path of "bad" or "good". A witch charged with crimes against nature, a teacher accused of allegedly innocent students: These characters may or may not be what they seem, and choosing to follow a path can lead to unforeseen and sometimes heartbreaking.

This is when the game forces you to get up close and personal that it exposes its visual oddities. Gesture rigid and have little personality they repented. Many activities, such as those for the assembly or disassembly of your horse is nervous or off. But Two Worlds is a huge improvement over its predecessor, and the first appearance is attractive in its own terms.

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