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  1. Games
  2. RPG
  3. Two Worlds

Two Worlds

Features
By Michael_Gapper
Published 4 May 2007

Trees of green, clouds of white, not much else

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Yet as you settle down to admire the world, the sun setting on the horizon and a light summer rain falling on the earth, it's hard not to be distracted by your horse standing stiff-legged at a jaunty 45 degree angle on a slope, gradually sliding down. It's not his fault, the poor fella; he's just a symptom of Two Worlds' big problem. As lush and green as the world is, everything in it seems disconnected from its surroundings. There’s little to interact with and what interaction there is lacks elegance. NPCs drag you into forced chatter in faux Olde English, and combat still has all the precision and grace of a toddler waving a sparkler.

Two Worlds'intuitive beat-'em-up-style combo system allows you to build your own attack sequences and change fighting styles on the fly, but in reality combat amounts to little more than hammering away with whatever weapon you have to hand and running away when faced by a half decent crowd. And, as an added bonus, the AI characters won't chase you for long anyway.

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