Two worlds review. Review of the game Two Worlds (2007)

  • 24.04.2020

Reality Pump Studio is one of the voles gaming industry. Whatever she takes on, a gray, secondary and insanely boring game ends up on store shelves. When for the sake of Two worlds The Poles strangled in the bud the sequel to the dreary RTS / RPG KnightShift, I decided that they changed their minds and from now on they care about quality. In vain.

Two mymrs

The authors suffered, puffed, and as a result, a bold template came out, risking hiccups to kill the “great role trinity” - Diablo 2 , Gothic 2 and Oblivion. More standard than Two worlds, will no longer be. Forests, deserts, glaciers, orcs threatening the human realm, sinister cultists in impenetrable robes and wild fauna at every turn... Add a big game world with "resurrection" and teleporters after 50 meters, a gloomy man with a camera on the back of his neck and battles that develop a click reflex. "Duty fantasy" is ready.

Depicting a decent physiognomy for the protagonist is a more difficult task. After fiddling with the sliders for a few minutes in the character creation window, you'll realize that the scary criminal mug put together by the Reality Pump artists is a very worthy portrait. The rest is a terrible guide to congenital pathologies of homo sapiens, from dystrophy to disease Down.

The next stop in the panic room is a five-minute intro video “on the engine”, the first and, alas, not the last acquaintance with the plot and dialogues. The clumsy script pouring out tons of names, surnames and facts mixed with the remarks of our stupid protégé (appearance does not lie: the poor fellow comes to everything from the second or third time) is nonsense. The translator wanted to show his knowledge of Old English and stuffed the texts with forgotten turns (aye, ye gods, forsooth, "tis), not noticing that they fit with modern words like pickles with milk. The finishing blow is delivered by the voice acting - the actors falling asleep at the microphone deserve an indefinite vacation in Antarctica.

The tie is uncomplicated. Having seized the moment, a gang of faceless villains kidnapped the sister of a mercenary who earns money by saving the people from evil spirits (drink some water, pan Sapkowski!). Therefore, the Witches ..., sorry, the mercenary Auror will have to fulfill the order of the villains - to find five parts of the family artifact, scattered, of course, in the corners of the kingdom. There is an ancient evil in a broken trinket, but you cannot refuse to work. And it's not just that the hero wants to rescue his sister; it's just that he leads almost all the conversations without the help of the player. Two stupid endings do not console.

Over the top

However, we still have to reach the final. The space between the prologue and the epilogue is filled with the massacre of thousands of boars, bandits, bears, overgrown spiders, golems, orcs and other inhabitants Two worlds. Those who preferred the career of a warrior will get tired in an hour - Reality Pump stinted on the "combo". The main blow is a lunge by pressing the left mouse button. Special tricks - throw dust in the face of an opponent with a foot, poke with a torch - are just as useless in close combat as a shield that has a habit of falling out of hand.

And why spoil your nerves, looking at the jerky “motion capture”, when the designers themselves give a trouble-free recipe for victory? We find a dozen identical blades, drain them in inventory, we get a treasure sword. Then we choose one of the five crystals that add magical damage (poison, fire, ice, astral, electricity), and “pump” a powerful weapon to infinity. Fortunately, there are plenty of colored pebbles, and if you don’t have enough, a camping alchemical kettle is at your service.

The same is true for bows, however, before starting to tear everyone to rags, future snipers will have to master the launch of several arrows at once and get used to the “dancing” sight. It's even easier for sorcerers. Five schools of magic, a wide range of spell cards with standard effects (flame balls, hand skeletons, etc.), whose strength increases many times if you put them in piles and attach boosters to them that increase the level of the enchantment / monster, extending the time actions or reducing mana cost. One spell can have only three types of amplifiers, but their number is not limited.

Finally, there is always the main argument up your sleeve - obelisks that bring you back to life without inconvenience. Died - recovered - finished off the importunate monster. Repeat until blue.

Unhorses

If the “cleansing” is boring, you can run through the cities and villages inhabited by cloned men (women are the rarest creatures in the game!), Who fuss like rats on a sinking ship, and pick up a dozen or two quests. True, tasks rarely deviate from the formulas "kill" and "take-bring", moving away Two worlds from more sophisticated colleagues.

The role-playing system, completely devoid of "social" skills, speaks of the same thing (the pickpocket skill is the only thing that somehow relates to communicating with NPCs). Four parameters - strength, will, agility, survivability - are responsible for, respectively, melee damage, energy reserve, evasion from attacks and health. The hero's abilities, where everything is dumped: schools of magic, active and passive combat techniques, alchemy, "buggy" stealth and swimming, do not depend on them - "skill points" are needed for "pumping".

The most disadvantageous point for investment is horse riding. Stallions from Oblivion, who received a lot of slaps in the face from critics - geniuses against the background of relatives from Two worlds. Riding a horse, you feel like a driver of a multi-ton truck. The vile creature slowly accelerates, makes turns with a delay of 2-3 seconds, slows down a la Willy Coyote from the cartoon and tightly sticks to obstacles. A “faithful friend” will definitely stumble over a skinny log, get stuck while climbing a seemingly gentle hill, or merge into a tree in ecstasy.

As if mocking the players, the developers seriously offer them to fight while riding a horse and crush enemies with their hooves. Not in this life. The “Unhorse strike” skill, which allows you to drop riders, is also useless - in the “single” there are no such opponents, in the “multi” the cavalrymen are already dying quickly. If you want to chop heads at a gallop - install Mount & Blade .

Shop of Nightmares

If you are seduced by a picture that is not bad by today's standards (minus the lean muzzles, it is really pretty, especially in the screenshots that hide the convulsions of foliage and landscape), “bugs” and flaws will poison fairy-tale romance. The Poles did not waste their money on petty mischief like crashes in Windows - their "cockroaches" are fatter.

The dead balance from v1.0 was somehow pumped out by a series of weighty patches. Now, at least, it is impossible to make an ax that “eats” 132877378 health units (5000 is enough for the bastards). But chests for storing things that do not fit in a backpack have not yet been introduced. Animals and people walk through walls and crawl into the ground. The guards in the cities continue to torture the robber even after paying the due fine. The robbers stupidly freeze in place, as soon as we run a few meters away from them. The engine “slows down” with graphics quality noticeably worse than that of Oblivion, lip movements do not coincide with speech, and the vaunted physics from AGEIA is not visible point-blank. Unless, of course, we do not count for it the animation of the falling of corpses from ... one, two ... THREE frames.

Trivia? Then expect unpleasant surprises from civilians. NPC quest givers willingly get into fights and die, "filling up" the mission that took you a good half an hour. An herbalist who lives in the middle of a bamboo grove has requested that the giant praying mantis in her flower clearing be exterminated. After finishing off the horde of mutants, I returned for a reward (which, in turn, was needed for another character), but did not find the lady at the house. It turns out that she rushed deep into the forest for an unknown need, "talked" with a pack of wolves and sailed off to the Buddha. Loading...

There was a cooler episode. The search for pieces of the artifact led me to the village, where, as promised, a notebook unsuccessfully paired with a map (one-foot-long letters in a narrow column is a big mistake!), Could suggest the way. I ran around all the important villagers, and when the section of key quests did not change, out of grief I agreed to help the governor kill the White Head, the chieftain of a large orc clan. The first attempt to complete the task failed: the head of security got into a fight with five hungry raptors and expired. I loaded the old save, saved the idiot, tracked down the fugitive orc, and was horrified to realize that the sideline opened the way to the lost fragment. This case is not isolated, hence the moral: take care of customers!

For those who are from CRPG to "you", I advise you to close your eyes and pass by. And then, not even the hour, ruin your appetite.

With development Two Worlds 2 tied interesting story. Immediately after the release of the first part, the developers began to make an addon called The Temptation. After some time, RealityPump Studios announced that the game turned out to be too ambitious and grew into a full-fledged sequel. At all exhibitions, the game really seemed huge and elaborate role play. The developers promised us countless non-linear quests, correct physics of the behavior of objects around the player, huge world, with an area of ​​60 sq. km (however, as it turned out, only 40% of them turned out to be land), several endings, there were even hints of acrobatics a la Assassin's Creed. Unfortunately, some promises remained promises, but in general RealityPump Studios completed all the tasks that they set for themselves.

The game begins with the escape of the protagonist from the dungeon (hello Oblivion!). Thanks to the orcs (who suddenly decided to help us), we get out to freedom. Already here the game shows its main advantages and disadvantages. If we talk about the bad side of the game, then, even judging by the first video, it is noticeable that the animation and character models are made at the level of a game about five years ago. Facial expressions as such are practically absent, and the dialogues between the characters are similar to a puppet theater. If we talk about the gameplay, then not everything went smoothly here either - in the learning process, the game introduces us to the controls, and here it becomes noticeable that its developers have sharpened it under the consoles. Get ready for the fact that up to three actions can be hung on one button here (depending on the situation). Not too convenient. But on the gamepad, the player begins to feel at home. So if you have not yet purchased this miracle of civilization (the best option is to use the joystick from Xbox), then now is the time. But even if you connect a gamepad to your computer, you will still be annoyed at some points until the end of the game. For example, interacting with objects or living beings can bring you to a nervous tic: before you get on a horse, main character he can jump near it for half an hour (after all, the jump action is also responsible for the interaction key), but in no case will he sit on the saddle.

As part of the role-playing system, the developers decided not to discover America, but took it and almost completely copied it from best games in your genre. In leveling your character, no one limits you in any way: do you want to become a battle mage who will throw fireballs at a distance, and in close combat will meet enemies with a huge ax? You are welcome! Or maybe you like to act silently and kill enemies from behind? And it's possible. No one will force you to upgrade the skills of one class (although at the time the game was released it was noticeably harder to play as an archer), which, of course, pleases. But if you suddenly made a mistake, skills can be reset for a fee (and quite a lot).

Speaking of money. V Two Worlds 2 the player is given a lot of opportunities to earn extra money and spend cash. Dice games (random rolls and a kind of poker), animal hunting (here archers will feel at home) and the subsequent production of potions from the extracted trophies. Warriors can be recommended to exterminate enemies and then seize weapons from corpses (which naturally can then be sold), and thieves to earn extra money by stealing goods from merchants.

Having obtained the initial capital and purchased equipment, you can go on a trip. The main company of the game takes about 12 hours. Add to that additional quests(which are not only non-linear, but also in duration can give odds to some of the main ones), and you will get a result of about 18 hours. In addition to quests, the developers have come up with a lot of entertainment. Here, for example, there are guilds (only three + two unofficial ones), nature and fauna (unique for each island), with the possibility, as mentioned above, of hunting for animals, horse racing and even the analogue of Guitar Hero (with a flute and violin in the title role!) was not forgotten.

Combat system more reminiscent of Gothic 3, that is, no tactics, but calling the enemy to his death. But this only happens when you are fighting the enemy one on one. If you are surrounded by several enemies, then you will already have to wriggle out and use all your combat skills. With the magic system, everything is much more interesting. There are five schools: magic of water, earth, fire, air and necromancy. Each school has cards that can be mixed with action cards (summon, defense, damage, charge, enchantment, etc.). Considering that each school has at least three cards, you can imagine how many combinations can be made. Let's give a clear example: if you "mix" a necromancy card with a summon card, then at the output you will get the "Summon Skeleton" spell. No one limits your choice: the game, on the contrary, encourages experimentation.

It is worth mentioning the graphics, which are really successful. If everything was successful with the characters, to put it mildly, not very well, then with the landscapes everything is exactly the opposite. Looking at all these trees and grass (a merit of the GRACE engine, which, by the way, was developed from scratch), you can completely die from an enemy ax right in the middle of the field.

The game world of the game is quite large and it would be simply stupid to explore it on your own two feet. In addition to their own legs, horses, boats and a teleport can be used as transport. But when the author of these lines rode only a hundred meters on a horse, the desire to continue riding mysteriously disappeared. Imagine: in order to ride a horse at the same speed, you need to constantly monitor the scale and periodically press the right mouse button. After that, one wonders if the Poles have heard of Mount & Blade, where controlling a four-legged friend is a pleasure. Well, the need for a boat immediately disappears when you open the map: there is a convenient teleportation system for moving between the islands, and only a few small islands do not have it, to get to them you need to buy a ship, and, tormented by an idiotic wind control system, find out, that there is really nothing interesting there. But the authors did the other islands with diligence, but even here the truth was not without copy-paste: if the first island with the capital Hatmandor is unique, then the subsequent ones were clearly not invented by the heads of RealityPump Studios themselves. The island with the main city of New Ashos, for example, resembles every second Korean MMORPG (Perfect World for example), and the center of the third island directly copies with its swamps and Slavic mythology.

But despite the shortcomings (a few by the way) Two Worlds 2 copes with the main task: to make the player plunge headlong into this world and keep us until the end of the game. The plot, although not original (a similar story can be seen in any fantasy universe), is executed at a high level: written characters (unfortunately, this only applies to NPC side quests) and all the attributes of an expensive scenario (a hint of romance, light humor, betrayal) the game is in place, and the role-playing system is quite deep and will require you a huge amount of time to learn all the skills. By the way, if you don’t have time to upgrade your character before the end of the games, it doesn’t matter, at the end of the main line of tasks you will have the opportunity to go through unfinished Additional tasks and catch up, and opportunities network game with considerable modes, will prolong the pleasure of a single company.

Translation. Localization from 1C it turned out to be extremely terrible (however, is it a rarity?) - the voices are chosen poorly, and the actors do not differ in skillful play. However, poor localization of excellent foreign RPGs is becoming a tradition for us: at first there was dragon age by Snowball, now here's Two Worlds 2. Translation score: 3.0

  • Gameplay - 9.0
  • Graphics - 8.5
  • Sound and music - 7.5
  • Plot - 7.5
  • Keyboard control - 7.5, with a gamepad - 9.0
  • Optimization - 9.0
  • Score — 8.5

The guy and I argued here, he minus, I plus!

HE
- central (largest) island - inaccessible.
I AM
- the central island is "Swamp" it is the largest of all and it opens only from chapter 4, you get there through the portal! It is large in appearance but quite small inside, enclosed by rocks. (probably done this way so that later it can be expanded by adding DLC ​​and it will be)

HE
- Events unfold too quickly. chapters 3 and 4 fly by in an hour or two ... and for the battle with the main boss, equipment is not important at all. so you won't be able to look at your character in cool armor.
I AM
- In order for the chapters to fly by as fast as you say, you need to accumulate at least ur 30, and this is quite a long time. I've been playing for 2 weeks already Toko 34 ur

HE
- fatigue is consumed only when running. How many do not wave a 30-kilogram mace, you do not get tired. it is not clear why talent is needed there
I AM
- Yes, Toko fatigue when running, and talents are needed in order to get tired less, after all, the territories are not small, you have to run. But the horse for show, because it disappears during teleportation, and you have to teleport all the time!

HE
- by removing the weapon, the hero starts regeneration, but the opponents do not.
I AM
- about regeneration, I will not say anything, not so important

HE
- the equipment does not break. (except hacking chests)
I AM
- equipment??!! Basically a small minus!

HE
- a castle of any level can be broken with a weapon or simply by kicking with a boot. opening skill is useless.
I AM
- But I couldn’t break the lock like that by kicking! Pumped up the hacking skill, increased the time and percentage of the probability of auto-hacking! So the skill is needed! It is in the middle of the game that you break open locks like an experienced thief, and at first you may not even have time.

HE
- AI is stupid to disgrace, bosses and cool monsters can be kicked with fists. they all hit with combos, and inserting a blow between their swings, you can break off any series with them.
I AM
- about enemies, for example, you will kill an enemy who is immune to cutting and also an enemy who is immune to crushing weapons, I have a weapon. What if there is no such thing?

HE
- there are no magical opponents in the game (except for a couple of funny shamans)
I AM
- there are not enough magical opponents, but do you need it? There is enough bestiary already!

HE
- there are no archers in the game (except for a couple at the start)
I AM
- Archers could do more

HE
- the first 7 levels are almost impossible to pass by anyone other than an archer. boldly invest in accuracy, but collect talents. as soon as you find the university of magic, you can get by as you like for 500 gold.
I AM
- I agree with this

HE
- it is impossible to buy material to improve weapons or armor. it can only be obtained by dismantling the extracted weapons or armor, and since monsters do not respawn, it will not work to reforge all your weapons or armor. even if I never sell anything to anyone, but only disassemble and fold - I did not have enough materials not to reforge orc heavy armor.
I AM
- In principle, I agree, but sometimes materials are given for tasks, otherwise I found one armor better than the other and upgraded each one a little as much as possible!

HE
- there is no point in looking unique weapon, you can take any stick, reforge it - and be in chocolate.
I AM
- at first yes, but then you still have to change!

HE
- cloaks for warriors are sold only when the armor on which they can be hung is not available. as soon as you get the first of the three classes of heavy armor (mail) - such cloaks disappear.
I AM
- what happens to your raincoats, do you sell them or take them apart!!?? Right now I have a cloak, as soon as the armor appears I'll attach it!

HE
- I didn’t find raincoats for archers at all.
I AM
- You will hardly have to use one bow skill all the time when the enemies are close or when the narrow corridors there go into the HD tapors and swords! There is no hint of Robin Hood in the game))

HE
- the best weapon warrior - pole cutting, this is a halberd and a peak. they allow you to control a crowd of enemies by keeping them at a distance, hit from both ends in turn, and special moves inflict simply monstrous damage to everyone at once. it is not clear why the rest of the weapons are needed at all.
I AM
- I'll skip this point, I move with one-handed, it hits faster, I didn't like it with two-handed, slow - this equates to fast, albeit less damage from one-handed!

HE
- there is no elemental damage in the game, and the poison is removed by the antidote. both talents are useless.
I AM
- I agree with this, I didn’t even treat the poison, I just drank the potion and that’s it!

HE
- 10 vials of laxative failed. only one at a time.. and if you have 5 ingredients for the most difficult potion scattered all over your backpack - well, you're out of luck.
I AM
- I didn’t pump herbalism, I made potions of life with it from everything that is and ran!

HE
- crafting talents are useless by themselves - there is no recipe for them. you can only reforge some thing to an additional level.
I AM
- On an additional level + a cell for a crystal, the higher the pumping, the more damage you can do and more slots for crystals.

HE
- there are very few stones in the game, the talent to work with them is almost not in demand.
I AM
- The crystal talent allows you to reforge the crystals themselves to a higher level. I have a backpack full of crystals, so I don't know, I don't know!

HE
- there are only a couple of monsters in the game, which are stronger than cutting weapons with impact weapons.
I AM
- Although maybe a little, but they make you sweat if there is no suitable weapon!

HE
- things and armor are not enough - they all look the same.
I AM
- there are quite a lot of things if you look from the objective side, unless of course you constantly kill the same monsters, this is still not wow!

Two Worlds was especially expected - many, of course, heard that Reality Pump employees are preparing a powerful epic RPG, but we, taught by bitter experience, were preparing for the worst just in case. Catchy, even poppy appearance of the game immediately hits the eye and only enhances

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Two Worlds was especially expected - many, of course, heard that the employees Reality Pump they are preparing a powerful epic RPG, but we, taught by bitter experience, were preparing for the worst just in case. The catchy, even poppy appearance of the game immediately hits the eye and only reinforces distrust: often a bright appearance is designed to hide the inner wretchedness. But soon skepticism surrenders under the pressure of emotions and instincts: the game is very similar to everyone's favorite Oblivion and Gothic 3, not only externally (with certain reservations, of course), but also in content - and therefore it sticks into you like a leech and does not let go until the very credits.

Beautiful but not perfect
similarity Two worlds with the above-mentioned games, it is amazing, in some places even suspiciously accurate - the picture causes the same children's delight and aesthetic pleasure. The normal desire of a person who first launched this game is to gaze around admiringly, mouth wide open and taking screenshots of local beauties, like a Japanese tourist is the Kremlin. The image is very picturesque and juicy: it sounds, of course, banal, but you really want to fall into this grass and these flowers in order to look for a long time into the equally alluring blue of the sky. Armor and weapons are gorgeously displayed on the characters, all objects cast honest shadows, the water glistens in the sun and once again proves that it is not Akella» lovers of water procedures are the only one alive. Models, of course, are not as good and tidy as in the masterpiece from Bethesda, but nicely drawn. The scale, the epic architecture, the most detailed interior detailing, gorgeous weather effects (the blue fog here really looks like an optical illusion in the first place) - all this seems to have come straight here from Oblivion or Gothic 3. As in these games, the camera here easily transitions from a 3rd person view to a “from the eyes” view, while the picture quality does not change much.
Of course, if we discard the first, largely emotional impression and take a closer look at the graphics, not everything will turn out to be so rosy. There are problems with animation - in particular, when jumping and when moving from one movement to another. There are scary, flat and not quite natural faces of many characters. They lack realistic volume, but there are more than enough problems with proportions. The main disadvantage of the engine is the lack of physics. When striking with a sword on any surface - no traces, no sounds, no signs of interaction. Often meet blurry textures- maybe that's why the game doesn't slow down even on low-end configurations? On the other hand, there were crooked jumps in TES 4, and in all "Gothics" - here Reality Pump did not discover America. However, the textures are for the most part quite clear, the characters have facial animation, and various special effects - a magical halo on weapons, spells, flames - look just gorgeous. Well, truthful physics, to be honest, is far from the most important part in an epic role-playing game.

As a result, if you discard professional meticulousness and try to just relax and enjoy yourself, you will have positive impressions from the graphics, like from a journey into the world of bright colors, rich colors ... and a surprisingly pleasant female voice: following the precepts of older comrades, the authors Two worlds paid special attention to background music. As a result, we got one of the most memorable title tracks in the history of the gaming industry. In any case, this song, which is somewhat reminiscent of the works nightwish , is a healthy competition to the best creations Jeremy Soula.

Orcs vs Humans: Part Two
The level of freedom and the scale of the world Two worlds– another happy deja vu. All of the beauty described above is available immediately and on a huge area: the player can freely travel in any direction, trampling, if desired and with enough time, all 32 square kilometers of picturesque territory. Periodically, of course, the universe is loaded: the screen becomes dark for a split second, but this is the only and very small price that you have to pay for expanse. The plot does not stand over the player, like a harmful teacher over her "beloved" Sidorov on the day of her graduation essay. Do you want to write off and stare around? Please do whatever you please. The scriptwriters give us a general introductory and release on all four, no - on all five sides. By the way, you can surf the area not only on your own two feet, but also on horseback - again we say hello to Bethesda. The analogy is, of course, incomplete: Two worlds, for example, horses are not for sale and do not have characteristics written down on paper. But here, in contrast to Oblivion, you can fight without getting off your horse. But the management is similar and, unfortunately, just as flawed. However, you quickly get used to it.

The synopsis is so vividly reminiscent of gothic which is sometimes embarrassing. Judge for yourself: cities of people inhabiting the world Two worlds, besieged by orcs and goblins, at this time a group of mysterious strangers is going to conduct an unpleasant ritual, and our hero will have to trample all heels in search of various elements of another powerful artifact. There is a Xardas here - a certain Gandohars, who volunteers to help and instruct the hero, but obviously leads his own dark game. There is an analogue of the Sleeper - the orc god Aziraal, whose strength and power the ritual is intended to resurrect. Boring? No way: the circuit, despite all its wear, works perfectly. Having received complete freedom, the player simply lives and travels in this world for some time, completes tasks, discovers new territories and cities. But the plot beacons scattered all over the map sooner or later begin to pull the steel-clad hero towards them like a magnet.

Filling the world is done in best traditions eminent ancestors: dead and other evil spirits stand along the roads, bandits, goblins and orcs hang out nearby, preferring to set up camps almost on the side of the road. If you move away from the road, you can meet a pack of wolves or wild boars, run away from bears, and if you're lucky, you can find a cave, abandoned ruins, an inconspicuous settlement, or even a whole shelter of disgraced magicians. In any case, there is no need to be bored: there are many large cities, towns, ancient temples and fortresses inhabited by hundreds of NPCs who are ready to give our hero some kind of assignment. The range of tasks hung somewhere in the middle between the two competitors mentioned more than once: many, though not all, quests have moved away from the "Gothic" standard - "gather 10 skins, 15 herbs, kill a robber, find the missing amulet" - but never reached the level of gorgeously written, multi-stage quests from TES 4: Oblivion. But this compromise remains an unattainable quality bar for many other role-playing projects, so here Two worlds inspires respect: the variety of missions pleases, and their number, and the fact that many of them require the hero to make a difficult choice - both moral and selfish.
This is also due to the fact that several factions and groups operate in the game, the interests of which often overlap. Two warring clans are fighting for power, which, by analogy with the same "Gothic" series, can be called mercenaries and rebels. In addition, there are guilds of fighters and merchants, as well as two warring magical communities. In each of the factions, the hero has a reputation, the increase of which opens up access to more important tasks and, finally, to the leaders of a particular group. As you can see, there is a direct analogy with the reputation system from Gothic 3. Whether this is good or bad is a rhetorical question. This system isn't perfect in the details, but overall it works well: it allows for convincing role-playing, decision making, and navigating between different interests.
Pleased with the simulation of the surrounding world. Residents of cities do not stand in one place: warriors can train, patrol the area, and then fry meat by the fires and sit in a tavern. Peasants chop wood, wave pickaxes, pray, gather, and at the end of the day go to bed.

How much "loot" on earth ...
As a result, the game does not slide into the abyss of endless rubil: you need to fight a lot here, but this is far from the only activity. And the battles themselves can hardly be called monotonous: in addition to the standard diablo-like parameters, the authors introduced many military skills and techniques into the role-playing system that can be used with varying degrees of success in battle. Stun the enemy, knock the shield out of his hands, break the sword, throw a handful of earth into the eyes so that the enemy loses his bearings - the choice is wide. Archers have their own tricks, and those who prefer to sneak up from behind in order to cut their throats with one movement. There was even a place for those who like to set traps and other traps. Magic is quite standard: it is divided into five classical schools in which you can learn painfully familiar spells.

The abundance of quests and running potential "exp" makes the buildup of the hero quick and painless. But this does not mean that in Two worlds bad with the balance of combat and role-playing system. Even in the middle of the game, a “tank” pumped to the very top will have problems with archers and especially large enemies. Such as ice golems, ogres, demon archlords and others. Therefore, you will either have to learn magic, or master shooting craft, or develop and use those combat techniques that, as you thought quite recently, were not needed at all. To balance the game, the authors decided not to give the player access to all skills, magic and combat techniques at once: as in Gothic 3, you need to look for appropriate teachers. Only at the very end - during the somewhat crumpled finale - do you feel some disappointment: final bosses may seem too weak.
Money fills our pockets at an alarming rate, and soon there is no point in collecting gold from the corpses of defeated adversaries. It would seem that the whole system of trading and collecting “loot”, which is just huge deposits, is going to hell? But here too Two worlds found their own arguments. In the game, you can and should get armor and weapons identical to those that are included in your equipment right now. By putting these items together, you increase the characteristics of things - thus, equipment can be constantly "upgraded". By a similar principle, the effect of various magic spells is enhanced. This, of course, is not entirely realistic, but quite an interesting feature. Well, do not forget about the ability to endow weapons with magical effects using various precious stones.

A game without a patch is not a game?
Along with positive features Two worlds took over from the best role-playing projects of last year and the bad ones: this game is bugged no less, if not more, than the notorious Gothic 3. Some skills do not work correctly, the character and his four-legged companion often get stuck in textures, the game crashes stably in certain places, and there are problems with sound. Among the bugs are errors in the simulation of NPC behavior: you can kill the leader of a particular faction in front of its supporters - without any reaction from them. At the same time, killing the boss in public does not take away your reputation points for this group, and even when decapitated, she will consider the hero an important member who can be entrusted with some key task. I was “pleased” with such a peculiar logic: some types of armor give a bonus to the swimming skill, but the problem is that you can’t actually swim in these outfits.
Enemies do not always behave adequately: they can actively use various combat techniques, block attacks or dodge attacks in time. Or they may not notice the beam in the eye - how we kill their colleagues literally a couple of meters away. Finally, there are problems with the interface: on the one hand, navigating the map is very convenient, on the other hand, the authors obviously overdid it with the hotkey panel and their reassignment. The need to sell some alchemical ingredients by the piece also causes bewilderment. Of course, many shortcomings and errors have been fixed: after all, the game has already reached version 1.3. But the very need to pump out plump patches and start history over again raises a fair question - how long? After all, some of the above problems - in particular with the interface - jeopardize the obvious multiplayer potential Two worlds.

Two games in one
And yet, Two worlds will definitely claim the title the best RPG this year. The game does not hesitate to show off: “Yes, I am a clone, but the clone is very nice, diligent, diverse and interesting.” The bar, of course, was not kept by the authors in everything, and there are enough bugs. But the main thing that the game has is the fascination of the highest, by the standards of the genre, test. And technical perfection, in the end, is a business that will come with time.