Two Worlds Apart: The Proof Is in the Pictorial - shootist2600 Blog - www.GameInformer.com
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Two Worlds Apart: The Proof Is in the Pictorial

It is a rare game that is beloved despite of, or even because of, its technical glitches. Reality Pump's Two Worlds II is at once impressive and embarrassing whether you consider its gameplay or its presentation. However, I'm enjoying the game more the further I progress and that includes the graphical glitches I've found to date.

Perhaps it's because of the humor the game displays, or maybe it's because of my relatively low expectations considering the notoriety of the previous title in the series. Regardless, I'm not alone in my appreciation for this title whether its quality features or at times absurd quality. To convey this seeming dichotomy, I've snapped some screenshots from my most recent playtime.

All the images were taken during safari on the savannah of Erimos island. The first set are intended to demonstrate the graphical fidelity of the game's engine and are taken in and around Oros fishing village, I believe. Unlike Bayan, where most NPCs were anxious to speak, few here spoke except when bumped into. Humorously, the village (including homes) was vacant at night, but populated and busy by day.

 

The next few sequences involved some traditional dungeon crawling type gameplay inside what I think was Creepy Den; even if I'm mistaken, it certainly displayed a cool, creepy atmosphere with skeletal warriors, coffins, mummies and assorted living dead foes. Interestingly, this area was recreated in online co-op play, even though I thought such missions featured unique maps.

Here's where it starts to get interesting. I engaged some foes in a room though I can't remember if they were knights or skeletons. Regardless, when skeletons are vanquished they collapse intact. This skeleton I found after combat had bones suspended in midair. I think it likely was there prior to my entering the room. What I think is amusing is how I looked like Sir Daniel Fortesque from the MediEvil videogames. To be or not to be?

There are little flourishes here and there that impress with their gothic influences or otherwise dark ambience. Such scenes benefit from a level of detail and care that is expected but often rarely achieved in current gen titles. Indeed, what makes the incidence of poor design so noteworthy is its contrast with such quality examples.

The photo ops available with a floating scull demonstrate the fun I've had with exploring such graphical glitches. Indeed, when wandering the eastern shores of Erimos, I came across an opening in the cliffside that allowed me to trespass behind its sheer earthen walls to test the extent to which I could exploit such design flaws. The result is some eerie perspectives and goofy "Where's Waldo" moments.

The last sequence I believe likewise took place in the Creepy Den (though in sequence of when taken I would have thought the Abandoned Weaponry Collapsed Salt Mine). Regardless, they demonstrate how putting one's head through an arched ceiling can result in trailing ghost images common in '80s counter culture movies and music videos. I call it Paint by Two Worlds II.

The purpose of this exercise was to demonstrate the two alternate worlds that Reality Pump's game inhabits. On the one hand, it's a fun, open world loot grinding RPG with some quality features and interesting elements; on the other, it's a curiosity of imperfect design, with some glaring shortcomings and bizarre missteps.

But the one constant for myself and others I've spoke with is how entertaining the title is regardless of its flaws. And speaking for myself, I thus far have enjoyed some of the weird exceptions like those experiences illustrated above or NPCs speaking a Southern drawl, ostriches that jump when fatally struck with an arrow, or hair that looks like really bad wigs. Welcome to Two Worlds II. I hope you enjoy your stay.

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