The map doesn’t make that very intuitive, either, crammed with markers and quests that are difficult to navigate or distinguish between. Not to say that the game is a corridor – far from it – but there are definitely distinct areas that you won’t be able to reach until certain plot points are fulfilled. Needless to say, these fans who did move to Two Worlds II were sorely disappointed to find that the wanderlust element was far reduced. The result was that going from point A to point B really wasn’t an option, and it all created a very special sense of long trekking and exploring every bend and gully. Players relied on the sparse and expensive teleport platforms to travel distances quickly, or maybe stumble upon the rare horse if they were lucky. While there was a (loosely) story-driven narrative, the distance spanning from plot point to plot point was immense and rife with powerful enemies. The few people who did like the original Two Worlds are quick to point out the game’s outstanding sense of wanderlust. For all the immersion that comes with a game that looks this good, poor rendering will pull the player right back out again. On top of all that, the rendering of it all is slow, especially with a character’s hair and armor. Sprinting is difficult to control and looks awkward, melee swings are jittery and unwieldy, and archery seems to lack any real punch on impact. To call the animations ‘clunky’ would be charitable. It all looks great until you start trying to make your way through it. Environment art and lighting are gorgeous, ranging from the wilds of the Savannah to islands, to bustling cities, to the nightmarish Swallows of act two. Character models are surprisingly polished for a game that came out in 2011 (the same year as Bethesda’s similarly-themed Elder Scrolls V: Skyrim), and in some ways perhaps are even better looking. The most obvious example of this is the game’s overall aesthetic. For every success, there’s a failure immediately following.
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