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  • Bonus content included for FREE with purchase:
  • manual (130 pages)
  • 37 artworks
  • HD wallpaper
  • map
  • 2 avatars
  • mocap session
  • 57 sketches
  • poster
  • soundtrack (MP3)

What's cool about it:

  • Includes the original Two Worlds along with two expansions - Tainted Blood and Curse of Souls
  • A vast and diverse world to explore, brought to life by the game's impressive visuals
  • A well-told and gripping story with an abundance of side quests


At the beginning of your epic adventure, a mercenary mission takes you to the far north - but you’re also following up a mysterious lead at the same time – the first clue you’ve been given since Kyra’s disappearance. You're shocked during a meeting with the delegates of a dark Brotherhood - your sister’s kidnappers are indeed after your family’s relic. Whether there’s any truth in your family being the chosen ones or not, the others obviously believe it - and if you ever want to see Kyra again, you’ll have to act swiftly. You are the only person able to unlock the secrets of a dead god's tomb, and all the forces in the land want your help to seize its power.

Age requirements: ESRB Rating: MATURE with Blood and Gore, Violence. PEGI Rating: 16+ with Violence.

Minimum system requirements: Windows XP or Windows Vista, 1.8 GHz Processor, 512MB RAM (1 GB recommended), 3D graphics card compatible with DirectX 7 (compatible with DirectX 9 recommended), 2GB HDD, Mouse, Keyboard.

All user reviews:

User reviews:

An Action RPG that gets it right

Posted on 2010-05-13 10:48:09 byAnamon's avatarAnamon:

Two Worlds was, upon its initial release, simply a victim of bad management decisions. It certainly does have its rough edges, so let me start with those: the FMV cutscenes are abysmal. Why they didn't go for in-game cutscenes is beyond me, because literally everything - from the environments to the characters to lip-synching - are several levels below the quality of what you seeread more in-game. There were some minor control issues, mainly related to horseback riding. The shadows are glitchy. And the story, although nicely told and gripping, is pretty standard High Fantasy fare. None of these problems detract from the strong points of the game though, yet still it just got mostly mediocre reviews. The technical problems and bugs the game had on initial release seem to have given reviewers the excuse to simply disregard the game's qualities altogether.
And it does have lots of qualities. It has a wonderful soundtrack, and one of the visually most beautiful fantasy worlds, feeling even more like a real place thanks to the high range of vision. It has an interesting alchemy system and lots of stuff to equip your character with. It's game world is huge and full to the brim with towns, people, creatures, beautiful hidden spots, side plots, and herbs to pick. While it does nothing revolutionarily new, everything was designed so carefully and comes together so nicely that as a whole, it can definitely compete with the best of the genre.
But the main reason why Two Worlds is so much fun lies at the core of its very mechanics. Released at a time when most CRPGs have switched to a "take the player by the hand and lead him to the end" paradigm, limiting choice to the customisation of ones character, Two Worlds went for complete freedom. The main storyline is nothing but a little diversion compared to the full scope of the game. The world you'll be playing in is one to explore on your own and get lost in - as is supposed to happen in any decent, self-respecting role-playing game. It is very comparable to Morrowind in that sense.
I personally suffered from the urge to see and complete everything in a game, which renders elements such as non-linearity, player freedom or choice moot from the outset. Two Worlds has, just like Morrowind, helped cure me from that, because a systematic approach is practically impossible. The only way to play the game is to dive in, see things from your character's perspective, and then make your decisions. I have read a lot of reviews that accused Two Worlds to be short-lived because enemies, creatures and plants don't respawn. These were written by people who still suffer from the same narrow-mindedness. You will not run out of stuff to find and things to do, because there's too much of it. You're not supposed to sweep the game world clean in laborious repetitive gameplay you don't enjoy, just to get a 100% game completion achievement. In my humble opinion, games that guide you through their world and rely so heavily on extrinsic motivation do not deserve to be called RPGs at all. Two Worlds reminded the games world of the real qualities of role-playing games and non-linear gameplay in general. Sadly, many people weren't listening. Instead, they either felt threatened by the game's scope and were frustrated that no one told them what to do, or they did not dare to venture on their own, simply followed the main storyline through to its end and were left unsatisfied.
Don't make the same mistake. Get this game in its complete and technically fixed version now, and be prepared to let go of the usual "let's beat this game" approach to get the most out of it. Don't try to kill all enemies or find all the loot, and don't just blindly stick to the path of the main plot. Just explore, enjoy, and decide what you want to do next - on your own.
Finally, a few words on the technical state of the game. Surprisingly, in contrast to the state the game was initially released in and the apparent reputation of the developer, I found Two Worlds in the fully patched state I played it in to be one of the most cleanly programmed games of the last couple of years. Considering how good it looks and how huge the game world is, its load times are incredibly short. I booted the game up in about 5 seconds, loaded my savegame in about 2 more and was ready to play. From Windows desktop to game in about 10 seconds, and only experiencing one more second of load time when changing between overground and underground world - never before or since have I seen a comparable game load so quickly. I also did not encounter any technical difficulties - no bugs or crashes in mulitple playthroughs, and no memory leaks even after many hours of play.

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Much better than it at first appears

Posted on 2010-05-13 07:53:49 byMacReiter's avatarMacReiter:

This game's major problem is that it doesn't make a good first impression. The intro sequence is somewhat disjointed, the dialogue is sometimes cringe-inducing, and so on. But keep playing, and you'll find a surprisingly enjoyable game.
From the standard "wolfs in the woods" beginning, you'll work your way out to regions with soft-lit bamboo forests, shimmeringread more deserts, creepy fog-laden swamps and graveyards (this game has THE best ground-fog I've ever seen), and frozen mountains (not necessarily in that order). I also enjoy the inventory system, though I've since been told that it was done in other action RPGs that I just never played. In particular, the ability to combine items that are the same to increase the damage or protection of those items (makes the 100 leather vests you inevitably end up with actually somewhat useful). But it's a tradeoff -- if you're loot collecting, it's better to keep 'em separate. Enhancing weapons with elemental crystals for special damage types is also quite useful. If you get your character build wrong and don't feel like starting entirely over, the larger cities have people that will wipe your brain and give you your development points back -- semi-randomly and expensively, but it can be done.
So, as another reviewer said, there's probably nothing here that hasn't been done elsewhere. But (other than the dialogue :P ) they seem to have taken the best ("most fun") parts from various games and put them together.
Oh, and the expansions do make the game very solid and fill out the desert region. In the original release, it's clear they had to cut and ship, because the entire desert is empty. Some un-populated ruins and other signs that development was in progress, but absolutely nothing there worth looking at. With the expansions, there are actually multiple villages and several quests, and part of the main quest actually goes through it.
If you already own Two Worlds AND you've already patched it up with the latest patches, I believe you have the equivalent of this edition. But having it all in one single installer and DRM free is still tempting to me.
If you don't already have it, and you liked Oblivion, I'd say it's a pretty safe bet for your $10. It'll keep you busy for a LOOOONG time.
For context, because my idea of a great RPG may not be yours, here are my thoughts on some other major RPGs:
Morrowind -- my all time favorite for blend of openness, story, varied settings, and user-expansion-based longevity.
Oblivion -- pretty, but I've only played it twice compared to the 5+ times I've played through Morrowind. Two Worlds is at least as pretty (to my eye) and is more varied and more fun than vanilla Oblivion. Shivering Isles balances the two out closer together. The only reason I'd place Oblivion over Two Worlds is because of the huge mod scene for Oblivion and the inability to mod Two Worlds.
Betrayal at Krondor -- for you old schoolers, I love this game. Hard to compare, because the graphics are 20 years different and the combat is turn-based. I only mention it from the "poking around the wilderness looking for stuff" standpoint, I suppose.
Gothic 3 with the latest Community Patch (and not Forsaken Gods) -- just finished this, and with all the hard work of the community, I've gotta say it was quite nice. The difficulty/grind/tedium factor kinda shot up about mid-way through, and I ended up god-moding it because that started boring me. I just don't get that much out of "fight these twenty guys all at once, and don't ever mess up or any one of them could kill you in two hits". But the first half was fine and the variety was fun and it's a huge game. But definitely get the latest and greatest community patch. And stay away from Forsaken Gods unless you just get it for free and want a good laugh...
Jade Empire -- I enjoyed it. Very linear, so not directly comparable.
Silverfall -- sorta fun for a couple of hours, then grind-tastically annoying. Never finished the first "level" because re-grinding through the swamp over and over just wore me down.
Guild Wars and probably any MMORPG ever made -- I believe I mentioned that I dislike pure and obvious grinds, so, um, none of these really work for me.
Drakensang -- another surprisingly enjoyable game that many people have probably never heard of.
NWN -- hosed me part way through Undrentide, when they stoned my melee follower and told me to go kill a bunch of magic immune golems to get them unstoned -- not helpful for my magic-only character... More fun when I started a new char in the last chapter (so I got the free 15 starting levels) and then blasted my way through everything with my invincible monk...
NWN2 -- too highly scripted, I always hate knocking somebody down in two rounds and then the script pops up and magically kicks me down and tells me that my opponent is just so tough that I can't win and then stuffs me in a dungeon somewhere with no equipment. Major suckage. Complete break of any self-determination and role playing... Haven't finished it.
BG/BG2 -- similar, but older, experiences to NWN and NWN2.
On the whole, AD&D-based games have not been my favorites, mostly because I like to be a magic user in my RPGs, and (computerized) AD&D wants that to be a pain.
Planescape:Torment -- Really, really enjoyed it. The last stages are kind of annoying, but the story was incredible.
Sacred -- fun for awhile, grind and respawning wore me down.
Divine Divinity -- can't seem to force myself through the opening village -- user interface seems to annoy me for some reason. Too much clicking, or too many tiny things to have to slowly pan over, or something. Can't quite put my finger on it, but I know it makes me tense and annoyed very quickly.
Sorry for the rambling, but maybe it will help you know if you're like me or not, which might help you guess if you'd like Two Worlds or not.

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one of my favorite games

Posted on 2010-05-13 12:37:31 byradio_babylon's avatarradio_babylon:

its nice to see im not the only person that liked this game, because it sure feels that way sometimes. this seems to be one of those games people love to hate, even though its evident most of them played very little (or none) of the game.
first things first though, it has to be said that this game is about as goofy as they come. not the on-purpose "sam and max"read more kind of goofy, either. if i had to guess id say somewhere in the neighborhood of $20 was spent on the voice acting. maybe less than that. it isnt that its BAD... i mean, it IS bad, but that isnt what makes it goofy... its just... GOOFY. the delivery of every single line of VO (and theres a lot in this game) is just... off. usually, laughably so... however, im of the opinion that this is not a negative. the actors are earnest in their horrid delivery, making the overall effect smile-worthy and oddly charming, as opposed to cringe-inducing like many games with substandard VO.
so, if that kind of unrelenting goofiness puts you off, you might as well skip this game, because its going to drive you up a wall.
if you can get past that, youll find a fun game with fun mechanics and a few new things to offer. lots of things to do, places to see, items to loot, dungeons and caves to crawl, and monsters to kill. its open-world, so you can go anywhere you like right away, but unlike the elder scrolls games there is no scaling... the game can and will kick your butt if you poke your nose into the more dangerous areas too soon, so explore with caution. monsters dont respawn, so it is possible to clear the whole world, but i doubt youll ever manage it... but it does mean that routes you travel frequently will stay cleared, which is nice.
ok, enough rambling. ive finished the game 3 times, and enjoyed it every time. hard to give a much better recommendation than that :)

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