Two Worlds I – My Random Thoughts…

Or “Bethesda Isn’t Exactly Losing Sleep Over This”… After the break…

Two Worlds I – My Random Thoughts…

I’ve been playing “Two Worlds 1” for a while now. Here are some thoughts on it…

  • Alchemy… What’s It Good For? Seriously, do you need to max out alchemy before it begins to matter? Why does a gem that should supposedly give you 10 additional points in strength be reduced down into giving a weapon 20% cold damage by the time you “cook” it? Huh?
  • Riding Horses and Swimming… Not for novices, I presume… The game appears to intentionally inhibit your ability to steer a horse with any particular grace until you’re Roy Rogers or allow you to swim with any significant speed until you’re Michael Phelps. I’m not entirely certain as to why since I haven’t really needed any of these skills for any significant use after many hours of playing.
  • Packs… Why Did They Have To Always Come in Packs? In the beginning, combat is almost sadomasochistic as you are always dealing with wolfpacks or any other enemy that are in groups of three, four or more(!). Because nothing says “Keep Playing Me” like needing 40 some odd minutes to bring down a wolf pack of just plain wolves…
  • And than you get TOO powerful… Of course, as soon as I received my first really good weapon, I became a String Trimmer of Death to just about every wolf pack and group of boars that even glanced in my direction. Young Groms? Gone in two swings. Regular wolves? One smack and they’re toast!
  • And than you become WAY too powerful… At the other end of the spectrum, all you need are some good summon creature cards and you will coast through just about every single combat experience that you can imagine. Hide behind rock, summon your creatures and… Win. Every. Single. Time.
  • I like the “ghost” creatures, though. I like how the ghosts of dead creatures can come back at night and can only be killed through magical means. Very nice touch.
  • And the towns / villages… Unlike the Elder Scrolls series, the towns and villages look like real medieval towns and villages. It adds to the immersion although why do developers keep making buildings that you can not enter? WHY?! Let’s make a hut or a cabin that you can’t enter and put it next to one that you can… Because we don’t have a budget? We got lazy?
  • There Is No Such Thing as a Flat World… Seriously, I would never want to live in a first-person medieval RPG world because the topography is something out of a nightmare! Steep hills are everywhere and make absolutely no sense to encourage commerce! Sure, let’s just put steep inclines and declines and sharp road curves because… Game play? Software limitations? Literally, it makes no sense. You don’t need horses to get up some of these hills, you need a rocket sled and a prayer. There are ladders that aren’t that steep.
  • Merging Items is a weird mechanic… In “Two Worlds,” you can merge two identical types of objects in order to get a better version of that object (which is recorded as a higher “class”). It looks weird but, in the beginning, you need every advantage that you can get.
  • But how do arrows “bludgeon”? In “Two Worlds,” weapons have three fundamental types of damage: Slashing, Piercing and Bludgeon. And, yes, that includes arrows. Which makes no sense at all. How do arrows “bludgeon”? By their very definition, arrows “pierce.” That’s the whole point of an arrow. You fire a projectile at someone and that projectile slices through the air because the tip is very pointy and that point then hits your enemy very, very hard and very, very fast and that produces the dead effect that you most want when you fire an arrow at something. Are there boxing gloves on the tips of the bludgeoning arrows?

I don’t know how long that I’ll play “Two Worlds.” It’s an OK game but I’m getting a bit tired of it. I could rant about the game a bit more (and might do so) but if anyone has any rational responses to some of the questions that I’ve raised here, please do so. Thank you.


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