

They also feature a good amount of snarky humor, but that can feel very out of place among the save-the-world story's stark seriousness.

Your only real options are to grind for levels or embark upon side quests for extra experience and gear.Īmeliorating this somewhat is the fact that the side quests are quite varied, featuring races, murder investigations and political assassinations. If you're hoping to hammer through the story quests like I tried to do, the "game over" screen will turn into your new best friend. Yes, there's plenty to do in Two Worlds II, and you won't get very far unless you do every last little bit of it. The menus are opaque and difficult to see properly, and the icons are cluttered and complicated. The game is huge, so you'll have plenty of time to experiment and feel out which magic best suits your playing style.īut for a game with such an expansive variety of doodads to carry around, Two Worlds II's inventory interface is remarkably difficult to navigate.

By combining various elemental cards and modifiers, you can conjure up a very, very large number of different spells. Spell-crafting is an equally impressive time-waster. You'll spend solid chunks of time hoarding and dismantling loot just to max out your stats. For example, you can rip apart just about any item in the game, releasing raw materials like steel and wood that you can use to enhance other weapons. The game does present some unique ideas that almost make it worthwhile.
