Two Worlds 2 - A first impression 7 hours into the game .. Despite all reportedly weak beginning, I was not at the beginning of evil Sun The escape from the castle is nicely done, and not a little tutorial useless. Our Ork-Thief is a hot brush, unfortunately you can not see behind the mask. Our "hero" is here, and even after the run, very much busy flirting with the lady.
On the first island you get to know then the rest of the rescue gang. All orcs, of mostly sullen. has only the Smith more time for one, and of course the prophet, but which is situated a little strange. The proverbial broomstick .. im back .. is there one in mind.
later after some exploration on the island and some stabbed Groms, you collected to get a bow, a few weapons and the first leather armor. Also, spells are learned here, even if the spells are relatively weak at the beginning of course. The magic system was
with the many maps and mods are already in the first Two Worlds, and is eigendlich with the nice crafting system, the hallmark of the game dar.
So now I'm in the first village and did the tutorial island leave via teleporter. It is noticeable that some conversations are scripted. If it is too close to someone to contribute to the what, the dialogue is initiated automatically. This is useful, however, shows that the structure of the quests and dialogue is designed a little strange. If you can not ignore that person, it may be that the second speaker of the "Quest" is about things that we know at all. eg we would have heard of Person 2, etc. .. Uh Lower Austrian. eigendlich not. Who are you again?
It would have been clearly more sense either to have that second person to say anything about Quest, or the better alternative: a slightly different dialogue to give when the trigger: "Players person has talked to 51 "has not been activated.
but first I run around in the village of Bayan, talk to the people and look at what people have to sell. You notice that the dealers have different things in very short intervals. Saves you from, and invites new it possible that the same range of completely different looks.
The graphics are good, but not really earth shattering. It serves its purpose, and in some places to look nice. Unfortunately, there is a kind of permanent soft account the effect you can not disable in the options. This ensures that the edges of trees and objects flicker, and a blurred impression . Make This is not only annoying, but actively causes headaches. The command "Engine.HDR 0" in the console, you can disable it. How the permanently disabled, you can read here:
http://boards.topware.de/showpost.php?p=458721&postcount=4
beach Impressions But further in the Text: The first quests lead me out into the savannah, which prevails on the first island. Ostriches, cheetahs and wild boars live in harmony. Uh .. what? That's right, there are no ostriches 2m far from cheetahs. Winnie the Pooh style indicated. Cheetahs appear here to stand more on Vegetarian cooking. Funny are the rhinos. In 90% of the cases I send them against fire, lightning, and they stand around and do nothing. A second, they fall like wet sacks. What was the first time I laughed when I saw this. Until the sixth rhino suddenly ran in my direction. The wildlife is so accessible for "surprises" good. Generally speaking, the Savannah is very empty. Except a few herbs and limitations within the meaning of the ocean there is nothing to discover. An abandoned cottage here, a Varn camp there. The Loot is random, and usually not worth mentioning.
we come to the mini-games and crafting. I was able to open locks, Dice and playing an instrument. crack the locks is made eigendlich quite nice. The Dietrich is moving and you just click on the appropriate moments, a lock level to get deeper until you have done it. The cubes on the other hand feels in comparison to the sorcerer rather "clunky" at. You roll, but the dice fall as they were made of cardboard and the metal shell of the dice in one range acts clapping afterwards.
Unfortunately the dice at the beginning the only problem-free way to earn some money off the quests. The prices of the dealers are overpriced incredible, and you yourself will only get very little money for the things you found added.
Alternatively, you can also play an instrument, for which one will give money to passers-by. If you play together with a local musician, let people go for the duo also something more. But who does not fit in Guitar Hero is, can pull that off with the drum can be put right. With a string instrument that is fast violent music that is created more frustration than pleasure.
on inventory and control at the time you notice something hake, unfortunately, that TW2 was rather designed for the console. The symbols and items are oversized, and so reduce the overview. Also crafting takes place here. As with the crafting Arcania is held in the pocket of. Besides the skills needed you any tools or sites.
can enhance things, by using raw materials, which can in turn gain from the dismantling of other objects.
The appreciation has rather strong influence on damage as a weapon, but has curiously little effect on the sales price. A sword which would have brought 231 Auras, made after 4 times, enhance nearly 25% more damage, but was only 10 Auras worth more. A little strange.
1920x1080 looks at the huge inventory we come to the horse. Yes you can back riding in TW2. Initially, we first completely perplexed as modest the control system. Many testers wrote, it feels as if you drive a tank. If you play with the arrow keys or WASD, then this is true but there is a better option. When one W and the "Up" arrow key, holds and controls the mouse works much better. Give the horse then with the right mouse button, the spores, and look to the speed that decreases automatically. you overdo it, throwing one of the horse from easy. Unfortunately
makes riding still not very much fun. This "organic" horse sense as what emerges from Mount & Blade is missing here completely. Since the teleporter system very closely is, one is fortunately not dependent on the horse and can, apart from a couple of horse-racing quests give up the mount.
The dungeons in the game are a little bit strange. Confusing, often not very interesting, and traps, even though you can buy them up myself and there are not good. Mostly, in the cave except a few opponents will find nothing except a case of rare times where a rusty sword, a worthless berries and a small potion of it are.
The first 2-3 hours on the island savannah are more painful. The fight is not very interesting, and in the melee Totklick an orgy. Mana and hit points healed in a paaar points to the appropriate skills so soon after that one of potions eigendlich not required. Magic is also a little exciting, and the effects bombastic little. Flashes of fire is simple as only a small bright disc is flying with the pedestrian speed on the opponent. That makes it 10 times then falls over to the enemy.
Most opponents have any irgnedwelche parts here that you can process into potions. But frankly, drinking from a mutated baboon liver .. bah.
we come to the dialogue. These are made
eigendlich quite nice, and recorded by renowned speakers. Most would recognize you from Gothic or other RPGs. From a dialog system can be said not. Usually we have only The answer one way and towards the end, for example, if so is a quest to accept limited to the yes / no.
The quests are, in my view, is the only one at stake, what drives the motivation, as the story unfolds to the imprisoned sister in the first 7 hours no momentum or urgency. The side quests are what motivated eigendlich to explore because there is also nothing. collect items motivated me hardly because the fight is relatively boring, often brings little interesting loot, and is only for XP-gathering, to distribute a few more skill points, because they like to lay still the fifth fire card on the flash wants.
Initially, the tasks little more exciting, but neat to pull it just before Hatmandor, and then motivate more like it.
then proposes Unfortunately here again the questionable quests trigger system. I give the aunt of a clumsy alchemist potion to cure her. I teleport myself to the vicinity of the city, and talk to the Lord, who tells me what suddenly completely different, namely that he will be prosecuted. The aunt is mentioned only in passing, that she is dead. Uh .. moment. WHAT? Picking just before 20sec spoken to her! But it's true. The aunt is dead, without which I've noticed the (type there but I know!), And without which the alchemist would have to learn from me. Not bad, but strange.
TW2 also can not exist without bugs. In between times I've died on the road and suddenly fell through the floor, and unfortunately I can not keep playing right now, because I'm the script bug in the quests, doing so. This bug is known and is currently plagued by a number of players. Once you have reached a certain quest progress (which may be different quests) you can not enter the next area where the quest continues. The game then crashes just as reproducible. Reload this is useless, not even to load a previous savegame.
This is the reason for the "first impression", because I have to wait for the patch before it goes on.
My first impression is then also more likely to grow. The area is empty, and does not provide any discovery stimuli. A weather system is not. Diving to discover what goes on the coast, either. The enemy AI is stupid strunz, and gives a realistic wildlife and not. The fight is not much fun, and is only a means to get to loot and XP. There are day and night, but you can not wait to lie down or sleep, but must all night, engaged in some way, for example, shopping is not because all of their stores have closed.
The whole game has so many features, but all seem to fit together properly. The dice seems awkward, riding is immature and shallow, the inventory icons much too big, the dialogues are fixed, the instruments are heavy and unbalanced the quest script written a system plagued with the above-style flowers. A large patchwork quilt full of features, with the hot needle into a "Setting" patched up, which can now convey any charm, independence and consistency.
The only thing that motivates me personally are the occasional nice quests and expanding my magical abilities. The loot has been interesting, and force the money problems I often into cubes to buy me at least one or the other thing can. Playing music I have 2 times, and then never again because I just lack the fun of an unbalanced Guitar Hero attempt.
now, a "Ok" game which unfortunately is less than the sum of its parts. Because that has nothing seems to fit together properly, it loses to powerful charm, and there is nothing to discover, for a supposed "open-world RPG" no award.