Two Worlds II avows the lands of Antaloor once more, five years later since the world has seen the darkness and been on the brink of the end. Two Worlds II serves a graphically adept RPG title but one that ends its endeavors at the provenance, creating a title that even most softcore RPG audiences will find a waste of money. While the plaguing problems of horrible gameplay and weirdly paced storyline of Two Worlds have been marginally improved, Two Worlds II fails to give itself the right to be a sequel where developer promises are not up to standards in both parts of the single-player and multiplayer campaign gameplay. Improvements to a former title that is not impressive to actualize with can just foster the lack of creativity and push needed to make something truly memorable the second time around which is extremely rare in this industry, leading to accepting easy solutions and small improvements for a “sequel” that never can become anything more than its predecessor. SouthPeak Games’ Two Worlds II has seen an improvement that sees a Hero reborn and a world changed, but there is still a level of inner darkness that lingers with the sequel in all of the things it fails to fix and let alone consign, all of which leaves both of these worlds better left doomed as they are.
Two Worlds II originates the storyline with a sudden scene: Gandohar vitiates the protagonist Hero from the first title along with Kyra, his sister who had been attacked in a settlement prior to the beginning of Two Worlds. The God of Fire has been long vanquished, with a newer and darker element which takes over and makes Andaloor concede to the dark force. Gandohar, however, fails to attain the rank of a God and tries to control this darkness through Kyra. A rescue party of Orcs suddenly appear to take the hero into a place of shelter for the oncoming ultimate retaliation to Gandohar as predicted by their Prophet. With the hero loose, and Kyra in captivity, there only remains one hope. The problems with Two Worlds emanate with the storyline. It all starts so suddenly that newcomers will have a hard time figuring out anything, including the long character dialogues of horde wars in the past versus the extinction of the Orcs. There is an immediate cessation, which displays that Reality Pump does not care commensurately about newcomers for the moment, and solely relies on the reception to the original first title which was easily forgettable. This seems to clearly be a poor choice in the narrative pacing and mechanic and becomes a major deterrent later on, especially for players of the first title that do not remember much about the story due to its lack of being memorable. Storyline is told with a conviction in the narrative, but poor planning by the production team makes Two Worlds II suffer from the first scene.
Two Worlds II’s single-player gameplay is a coterie of multiple elements which on paper seem impressive but are clearly executed in a shoddy fashion. The combat system itself is very clunky and troublesome, completely insulting the C.R.A.F.T. customization system that offers a lot of options for forging different weapons with the local blacksmith. Weapon building itself becomes tedious as collecting different types of elements requires disassembling them from materials that have to be found in a World of Warcraft fashion. The HUD itself is overly complicated, detailing 3 types of parchments on the HUD bar along with Mana and Health vials acquired. The HUD could have been easily simplified to provide more focus not just on any relative action that takes place at all that is compelling, but also just an easier view to the overall surroundings. Spells, and weapon variety is one of the better parts of Two Worlds II, where multiple spell cards can be combined to make different spells along with a wide array of weapons to be made to deal with any quests along the way. Multiple eclectic elements of Two Worlds II’s single-player campaign only add to the frustration with the flaw of the title as a whole, especially with the core facets of the missions and the lackluster pacing.
The mission structure of Two Worlds II is extremely disappointing for a sandbox open-world RPG title. While Sandbox Strategies boasts a world of Antaloor that can be experience both single-player and multiplayer, there is a core lack of role-playing in the form of a terrible mission structure that is linear, which makes the entire product extremely lackluster at best. Players can still explore beautiful environments, but a lot of the elements of the environments are riddled with problems, notably repetition in terms of different Spell Books and Armor, and finally just nothing more to see and do in the form of side-quests that is exciting or particularly fun. When mission structure fails at best, a decent let alone good RPG title is simply not possible despite fantastic visuals.
One of the worst things that can happen to a game is terrible A.I., but Two Worlds II just adds to its stack of problems. Terrible A.I. plagues this title from the inception, where killing enemy A.I.’s takes virtually no skills whatsoever, and weapon types and statistics hardly matter. The only places weapon statistics actually matter is where in later chapters (2 and 3) the A.I. difficulty is ramped up not due to their strategy other than running right to the protagonist, but simply due to their health. A key rule of success in RPG is progressive difficulty should be dependent on strategy, and more factors than one that makes them challenging. Two Worlds II completely tarnishes enemy A.I. in the single-player and this very facet carries through into the multiplayer cooperative campaign offering, something which seems so promising and fails to deliver on every level.
Multiplayer in Two Worlds II simply transitions every single problem and plagued concepts from the single-player campaign into the online cooperative gameplay campaigns and online raids. It perhaps would have been better for Reality Point to completely avoid doing a multiplayer concept without first ensuring at least their single-player offering gave a stunning narrative along with gameplay mechanics that are solid. Instead, Reality Point and SouthPeak Games has created a title that does neither one marginally or decently well, something which is truly a shame.
Two Worlds II is undeniably disappointing. The only parts of the title that are noteworthy involve mostly the voice direction and acting. Sadly, this is where all those efforts feel destroyed by the terrible animation motion mechanics, a sordid gameplay design concept, cringing failed execution, and lastly terribly offering little next to nothing in terms of gameplay or value. Two Worlds II is a sequel that aimed to make up for the enormous mistakes of the first title, but both of these worlds have spun out of orbit yet again and into the sun where they rightfully will be put out of existence.