Two Worlds Review
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The sizeable game world is covered in fog when viewing the map mode and this can only be removed as you circumnavigate Two Worlds. However rather than clear large chunks of this camouflage layer, only where you venture is removed, so if you travel by road its quite clear to see where you have been. It is poorly judged tool to prompt the player to crisscross almost every inch of the map. This trekking is made even more unbearable if you decide to travel by horse. This increases the frequency of loading interruptions, as you travel at greater speed but your beast is perhaps the most stubborn and uncontrollable we've ever ridden upon. What Gamestyle would have given for Epona here, as in Two Worlds horses have the reactions of an elephant and possess the same turning circle.
The landscape is at least well populated however this is mostly with beasts and other animals that seem overtly aggressive. In fact they'll chase you across the map until dispatched or more likely if you ride into town, sparking a mass riot as the locals wade into combat. Travelling in the old fashioned sense is therefore tiresome, frustrating and sometimes dangerous. Reality Pump has wisely included a teleport system, available once you discover and activate the various shrines in new locations. It is well worth seeking out these shortcuts, as they not only speed up proceedings, but also diminish many of the faults evident in Two Worlds.
As the game tries to do almost everything possible in an RPG it is unfortunate that the storyline is not fully developed, although this seems quite apt. You take the role of a bounty hunter who is desperately seeking his sister and prompted into a various tasks by a puppet master. The Dark Brotherhood wishes to piece together an ancient family relic in pursuit of unleashing a great power and you are the errand boy. At least this is how it should be, but your character grows with stature and confidence as you discover more about your family history.