This, folks, is a videogame destined to
greatly increase the population of the
‘trade-in’ shelf at your local boutique.
If anyone’s fool enough to buy it in the
first place, that is.
SCORE
06/DEC/07
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TWO WORLDS COMMENTARY VIDEO
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You have to ask yourself why,
in the name of all that is holy,
did Reality Pump decide that
the best way forward was to make
an open-world Oblivion-style RPG?
Because it’s abundantly clear that,
someone, somewhere, has made a
gross underestimation of the resources
involved in pulling off such a feat.
Opening with a cut-scene in which
your sister is kidnapped by the 857 AD
Dark Helmet lookalike contest winner,
the plot then jumps inexplicably
two years forward, where you’ll find
yourself inside some kind of stone
structure. Kill a couple of Groms
(goblin-like creatures) and it’s here
that the cracks begin to show, and the
sheer hilarity at how awful everything
is starts to pour ceaselessly in.
Even moving about in an
environment that consists of little more
than four walls and a floor is too taxing
for the engine to pump out anything
approaching an acceptable frame
rate. Just wait until you get outside,
though; it stutters, jumps, jogs, stops
altogether, and you can’t run more
than 100 yards without a pause for
loading. If there was an excuse for it,
such as the visual fidelity being so high
that it pops your eyes out with poison
bolts, before firing them back into your
skull with a belt-fed crossbow, then
we’d find this bitter pill a little easier to
swallow. But the fact is, the graphics
are terrible – the character models
are simplistic, nothing in the game
looks good close up, and the trees,
rocks, plants and animals consistently
pop into view when they’re mere
feet away. In all honesty, we’ve seen
better-looking games running on lastgeneration
gear.
Combat is so dull and lifeless it’s
little more than an irritating chore.
Mash the right trigger… and that’s it.
Your character has a total of one move
at his disposal (apart from the insanely
naff magic found on the other trigger)
and although you get a different
animation for each weapon, the game
is designed so that you’ll only want to
keep upgrading the one you have. It’s
likely one move is all you’ll ever see.
Plus, if you’re fighting on any kind of
incline, the combat just doesn’t work
at all – your chosen weapon goes
straight through your enemies as if
they aren’t even there.
If you’re a die-hard fan of this genre,
you’re probably thinking, ‘Yeah, but
I bet the quests are still quite fun’ –
think again. The quest structure, which
obviously involves heavy use of your
map and quest log, is fundamentally
unusable. Your mini-map, which should
point towards your selected quest
objective, simply doesn’t. It clutters
itself with every point of vague interest
within 500 light years. Cue main map
screen for clarification – uh-oh, that’s
broken too. It just doesn’t make it clear
where you should be going without
awkward zooming and an unreasonable
amount of time spent pawing over
inconsistent quest-log information.
Although there’s a staple RPG
framework applied to the menus, such
as the ability to upgrade weapons and
armour, make potions, assign abilities
to hot-keys and manage your magic,
they’re uniformly unintuitive to use.
What’s more, the treasure dropped by
your enemies is lamentably unbalanced.
It’s quite possible to play for hours,
facing off against difficult enemies that
drop nothing more than a twig and the
odd coin, only to discover a random
wandering Grom who drops two
epic swords, three weapon upgrades
and as much gold as you could eat.
Bonkers! There’s also a certain amount
of character customisation to be had
in assigning points to various abilities
when levelling up. However, the game
makes you put these into utterly
pointless skills such as swimming
(without doing so, you’ll swim at a
metre a year), rather than where you’d
really like to – namely, those that assist
you in twatting things.
But we’ve saved the best (or worst,
depending on how you look at it)
’til last. The dialogue in this game is
criminally bad. Reality Pump obviously
thinks that using Olde English words,
such as ‘forsooth’, ‘verily’, ‘prithee’ (yes,
‘prithee’) and ‘mayhap’, cleverly adds to
the Olde Worlde flavour. The script is so
poorly written, though, that you have
to wonder whether or not there’s a
writer out there, snickering like Muttley
at the ‘mayhap whimsical’ joke he’s
played on the Polish developer.
The final nail in the dialogue
coffin is the voice acting. With every
monotonously read line, every character
in this game sports the kind of vocal
chords that commonly overdub actionmovie
trailers – deep, husky, American
and insanely funny when applied to the
Shakespearian lexicon.
There’s frankly nothing that we can
recommend about Two Worlds, other
than that its innate badness is kneeslappingly
farcical for the first hour.
When the mirth starts to fade, though,
all that you’re left with is a game that’s
a sad, withered husk of what it should
have been.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson