Two Worlds![]()
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Publisher: SouthPeak Interactive Genre(s): Role Playing Game Home Page: http://www.2-worlds.com/
Atmosphere is OverratedTowns are bustling with a number of lifeless NPCs and clones of lifeless NPCs. More variety in character models, please The main single-player storyline is far too short, though there are enough side quests (or errand runs, as the case may be) to keep you going for much longer. But if you're hankering for some online Grom-slaying action, Two Worlds ships with a multiplayer component. Unfortunately, it doesn’t offer a full-fledged co-op mode. Instead, the game ships with a compulsory PvP combat mode and a truncated quest mode. Both modes are lobby-based, and after logging in to South Peak's servers (one for each territory), it's up to the player to meet up with willing adversaries or companions, as the case may be. The PvP lobbies are nearly empty, and because single-player characters can't be imported into either online mode, I was quickly dispatched with. Quest mode has more promise, but you must first assemble a party and set off on abbreviated missions in Antaloor; sort of an MMO-lite, complete with character classes and built-in voice chat. It may hold your interest for a few hours, but overall the fun factor is damped by empty servers and a lack of co-op through a story-based campaign.
Antaloor itself is a large world, full of more wildlife than most RPGs. From the benign - such as rabbits and butterflies - to the dangerous; the hills are teeming with creatures. Teleports are situated throughout the land, and personal teleports can be constructed to speed up travel over long distances (horses, unfortunately, can't travel though the teleports). Navigating is a pain, made difficult by a mini-map that's not detailed enough and a regular map which isn't large enough. The same vegetation is copied over and over throughout the land, and aside from the occasional castle ruins or village, the environment feels less like an authentic setting and more like a manufactured reality. The weather effects add a nice touch, as do the day-to-night changes (even if they occur far too quickly by default). With greater attention to detail and more emphasis on variety, Antaloor would be a compelling game world.
Over-sold voice acting is the first indication that the game's audio isn't up to par. The aural atrocity doesn't end there, however, as the soundtrack can only be described as cheesy. It's a strange mix of over-the-top orchestral rock and mellow chamber music, with occasional vocal tracks thrown on top. The lyrics make no sense and are unrelated to the game, an indication that the soundtrack was farmed out to a third party with little input from the game's designers. Like the environment itself, sound effects are repetitive and often not in sync with the on-screen actions. The effects quality is hit-or-miss, with general background noises fitting the bill nicely but combat sounds, such as sword hits and enemy grunts, aren't professional-quality and are sometimes so out-of-place as to elicit laughter.
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