Discussion Forums > Gaming
Two Worlds 2
blubart:
i was thoroughly disappointed by the game.
while most of what AceHigh said is true there are some major negative points which eventually lead me to drop the game after the second island
the supposedly diversified magic system:
while you can literary make thousands of combinations of spells in the end it all comes down to 10 to 15 basic spells - only of different elements and with slightly different damage numbers and durations - of which maybe 5 are actually useful of which two are so far overpowered that using anything else is a waste of mana.
they all have roughly the same casting and effect animation too - so you can't even use the different ones for eyecandy.
=> a number of 15-20 well designed fixed spells with decent effects and balanced numbers would've given the user a better experience AND more diversity.
the supposedly unlimited crafting system:
it doesn't even make sense to craft up your stuff. the returns are generic and minimal/useless and by the time you have your items to maybe +6 a new item drops with vastly improved stats that actually matter. a side effect of the crafting system is that every few minutes you have to stop to break 10 or so exact copies of an item into their components because your shitty inventory is full.
extremely stupid KI:
not only can you walk on a 10cm high rock or stand behind a fence to avoid any kind of melee damage, most of the time mobs don't even notice if you stand right beside them and whack their friend.
generic landscape, dungeons and mobs, stupid "challenges":
while the underlying landscape is really lifelike designed they were either out of time or creativity when it came to the detail. caves, shrines, roads, bandit camps on the roadside - look all the same (and there are like 5 of them along each road between two villages - so it gets really silly). you get the feeling that after the head-designer created the general theme of an island the intern "went ahead" to fill it with a bucket tool.
i don't even want to start talking about dungeons, creatures and their textures - they all fucking look the same,are generic and of low quality.
and while the landscape is meant to be authentic it just doesn't make any sense!
why are there wooden bars every few hundred meters across the road? because otherwise the fact that your horse can jump wouldn't make any sense - inverted logic ftw...
right on the first island the first hurdle is to get trough a gate because you want into a city. they make a huge problem out of it like there is a golden treasure chest right behind it. but NO there is nothing behind but another km of emptiness and more random bad mobs ... to get into the ACTUAL city you have to do yet another stupid unrelated quest.
the size of the islands:
huge strips of nothingness don't make a world big - i rather walk 10 m through a dense landscape than ride 10 km through generic trees and bushes. risen (or gothic for that matter) for example was a lot smaller but way more fun to explore.
in addition it seems like they noticed that their world is boring in the last minute (nobody wants to walk the same path twice) so they placed an exorbitant amount on teleporter stones all over the island - with the exception of actual useful locations where you might expect a teleporter to be located (mages/warrior guild, anyone?).
every fucking thing is activated via the space key:
... which is unfortunately also the jump key. combined with the general pretty imprecise controls it's a nightmare.
Meomix:
Ugh *drops game* i expected something like zelda, not anarchy online. (>_<)
Havoc10K:
well it is fun bashing skeletons, and the game does have a nice ring to it, the orc lady is cute, but the dialogs are unauthentic, gonna finish the game to se the half orc lady some more, she actually is pretty, but tbh, why do orcs females always have to be ugly and sound retarded ? because WOW made the that way (which is a reason why on PVP i always go for female orc, to relive her of her burden) at the very least the idea is quite different than the usual GO SAVE THE PRINCESS, we have GO SAVE THE ORCS AND THE PRINCESS now :) (/sarc off) well since I have this game it isn't as bugged as i expected it to be, and CBA playing FU2 on hard again to prove the lack of creativity from the authors, first game was much better in terms of character development.
Meomix:
That reminds me of the Umineko Witches and Woodlands fan arc.
The gang was playing a tabletop game, as you all know it usually ends with the GM's face smashed into the nearest object or a player quitting due to too many plot holes.
After many arguments on who should be gamemaster the base is finally set up.
Story starts with a dude getting rescued after a band of travelers hear his plea, from there on everything's chaos.
Havoc10K:
the thing i like the most in this game:
STAB STAB STAB XD
Navigation
[0] Message Index
[*] Previous page
Go to full version