Without a doubt, Role-playing games are the most engrossing and time-inducing titles to have ever been invented. Stepping into a world full of wonder and enchantment has become commonplace over the past few years. Although recently, RPG’s have transpired into something much more evil-orientated, with the excellent Oblivion leading the charge. And herein lies the attractiveness of Two Worlds; a brand new title in development by Reality Pump for the Xbox 360 and PC. It has all the traditional features of a normal RPG, but it inputs a whole range of exciting, new ideas. If all these mechanics can come together, then Two Worlds could easily become an Oblivion beater.
The story in Two Worlds is already shaping up to be quite the tale, and it seems as though in terms of plotlines, it has endless possibilities. You join the game thousands of years after a huge battle takes place within your world between the orc race, and of course, the humans. During the battle, the god of war known as Aziraal is slain, and with that, the orcs lose their leader and retreat. Cutting to current events, you see that the tomb of said god has still not been discovered, and those gods who know the whereabouts of his grave will not divulge the information with mortals.

An amazing view...
This is until a dwarven mining expedition uncovers a secret temple, which the numerous guilds in the game believe to be a clue to where exactly Aziraals tomb is. The few contained pieces of rage that are still evident from past wars break out, and a highly regarded member of the mining guild is assassinated without any obvious reason why. And with this, your character is introduced into the game as part of a small mercenaries group. You take refuge in the very same mine that contains the ambiguous temple, and unbeknownst to you, it is not the safest place to be. You are lured into a vicious trap, in which your sister and two fellow mercenaries are killed. Your character somehow manages to escape, but is now forced into a war against those who brutally murdered your team-mates.
The main focus on the storyline isn’t just about the plot however. Reality Pump have allowed gamers to choose their own path through the world. They don’t have to do anything they don’t want to do, and with this comes the option of complete freedom. You aren’t forced to walk down any storyline path at all, and because of this, the game has an assorted range of different endings. Reality Pump want gamers to try out different ways of approaching each potential challenge they face, and see which way works best for them. Like Fable, the game has an evil-good dynamic, and choices that you make will directly affect the world around you.

Heated combat...
Choices aren’t just restricted to the character either; they can affect integral things around them, which include the many populations of humans scattered around the world. One example given is an onslaught of orcs upon a city. The player can choose to help humans in successfully driving them away, which will result in the city remaining fully under human-control. However, given that you can make any choice, you don’t have to do this. You could allow orcs to ravage the city if you so wish, and the next time you come back, it will be under their control.
The same choice regime follows closely with player exploration too, as you can go wherever you please. The world is there to be explored, and is entirely open-ended. It benefits the main character greatly, as items in particular spawn randomly in different places. To find the really good stuff, you will have to venture high and low. But all the items aren’t just generic pieces of equipment which you have seen countless times in other games; they are all individual and unique. Some will spawn depending on what your character is like in the game, and this will help to give you the very best advantage when going into a fight.
Speaking of which, Two Worlds combat system is very different from any other game before it. All the fights have a high-degree of tactical efficiency incorporated into them. Players will have to experiment with various techniques in order to find which is the best possible way to bring down an unrelenting opponent. All weapon combat is completely modelled on the fly, and animation in particular is very impressive stuff. Your character will swing accordingly depending on the opponent. If the enemy is stronger than you, then you can take a defensive pose and wither down his stamina until you find the best opening. Mix all this in with extravagant spell casting and player-centric special skills, and you have a fight system which is capable of eclipsing every RPG combat mechanic before it.
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