Two worlds ii: reviews. Two worlds ii: reviews Two worlds 2 gold edition review

Let's start with the fact that Two Worlds- this is my first RPG (at that time I still had very little understanding of games and each project was something unimaginable for me). After playing I was surprised big world, the opportunity to work for different guilds, upgrade your hero as you want. In short, everything is great. It was written on the packaging Oblivion on steroids. I thought the game would be worse, but I still need to check. Bought The Elder Scrolls IV: Oblivion. The version turned out to be better than Two Worlds. IN Oblivion the same thing, but 10 times better. Developers Two Worlds they wanted to either earn more money or increase their self-esteem. Installing Two Worlds 2, I knew that TopWare Interactive will make a second attempt to create Oblivion. But they didn't succeed very well. Let's figure out why?
Plot

The plot of the game is the same as in the first part ( main character must free his sister and kill Gandahar). The idea is boring, but there are moments where it is interesting to play. I would tell more, but apparently the developers didn’t put much effort into writing the story. I was surprised by the ending, where Gandahar turned out to be a hero, he sacrificed himself to save the world. I can’t understand - I spent the whole game doing various quests, helping the rebels, climbing in New Ashos, when I was ready to kill him, standing near the door, the guards appeared and said that the emperor was waiting. He explained everything to me that a ritual had to be performed to imprison Aziraal. I immediately wondered why Gandahar kept the main character in prison for several years? I could have said everything right away, otherwise I was running around doing boring tasks. And the main villain turned out to be Cassara, who helped the main character from the very beginning. My opinion: next time there is no need to come up with such a plot, because it will get very boring.

Monsters

Having started to go through the first chapter, I realized that the imagination of the developers is very lame (to make it easier for you to imagine, if a Greenpeace employee played this chapter, he could easily sue TopWare Interactive). Because we need to kill animals: ostriches, monkeys, vultures, cheetahs, rhinoceroses, and there are still not enough giraffes and hippos. But there are also stronger enemies: varns, skeletons, giant scorpions, mummies, dead knights, thunders.
In the second chapter, the monsters are stronger, and it’s much more interesting to fight. At least, you don’t mind killing dinosaurs, giant snakes, werewolves, and in the Swallow it’s better to only be with a pumped-up hero, because there’s so much there, you’re afraid to go around the corner. I had a hard time passing these monsters: phantoms, gargoyles, splins, mortifirers, trongs, etc.
The third chapter was easier to get through, there were no strong monsters, for example: zombies, ghouls, ghoul wolves, killer bees and other undead.
But the fourth chapter turned out to be so difficult that there were 5 different monsters on every corner and I couldn’t pass it with my level 38 (I decided to just run through it, otherwise I wouldn’t have passed it).


Guilds

The developers took the basis for guilds from the game Oblivion. “Well done,” since in the first part there was not a single guild at all, you only help magicians, the brotherhood and thieves, in the end only your reputation grew and that’s all. But to be honest, it would be better not to do it, because everything turned out so crookedly that the desire to participate in the affairs of this organization disappears.
For example, the guild of magicians, I think, is the most interesting thing now - cool tasks, various gadgets. But what in reality - I enter the building, I see merchants standing on both sides, the room looks like Stalingrad after the occupation by the Germans. I go up to the second floor and there are also merchants there. It turns out that this is not a guild of magicians, but a shopping center.
It’s better to keep silent about the fighters guild, they are also only merchants and only 3 members of the guild. And they also hold illegal fights there.
And the thieves guild is actually located in the sewers.
I did not find the necromancers guild (in the first part there was a village where you can find necromancers). The question is, for whom am I doing tasks?
After this nonsense, I was very surprised when I entered the “University of Magic”. Students are standing, reading, preparing for exams, you see how two professors are talking, but they speak like deaf and dumb people. IN Oblivion and then you could hear people talking. You go into the library, it looks like a real one. People are looking for information. This is what these organizations should have looked like to really feel like you were in a guild of magicians, fighters, thieves and necromancers.


Atmosphere and Music

The atmosphere is very good. I didn't like the music itself, but it fit perfectly into the atmosphere of the game. If you are in Hatmandor or Bai, the music will be oriental. Some houses, furniture, things, everything will be in oriental style.
And in New Ashos the style is Japanese, and while you are in the city, Japanese music will accompany you. The whole city looks like ancient Japan. Perhaps it seems to me, but the developers paid most attention to New Ashos.

Ratings: Graphics and Animation – 7/10 Atmosphere – 6/10 Story – 4/10 Music – 6/10 Gameplay – 5/10
Total – 5/10

This does not mean that the game is bad or clumsily made. Just TopWare Interactive in pursuit of Bethesda Softworks and her project The Elder Scrolls IV: Oblivion, I forgot how to make normal RPGs. This company has a promising future. I believe that the second attempt failed and there is no point in making a third attempt. But so far they have achieved a “shot in the dark.”

There is, you know, such a fable: “one day there was a swan, a crayfish and a pike (a decent beech too)...” In general, things didn’t work out for them, and they even wrote a book about it on the basics of management. And Reality Pump, after years of torment, it worked out. However, having studied the result obtained, you and I can be sure: there are plenty of crayfish and swans working in the Polish studio, and the notorious decent pike probably occupies a leadership position.

Princess Fiona Syndrome

A gritty and frightening role-playing game story Two Worlds begins to shock the player literally from the first second - from the character generation stage. In exchange for another Brucewillis, we are given a textbook from the biology class - a living stuffed Neanderthal. Ears like a hatchet, lips like a dumpling, little eyes like tomatoes. The additional character customization options are also quite Neanderthal: you can make the forehead sloping and the arms reach the knees. With these healthy strong grips you have to save the next world from misfortune. But the world is huge, and there are a great many nasty things going on in it.

The main problem at the beginning of the game is as banal as two and two: you are a dummie. No pants, no money, no decent weapons. You don’t know how to do anything and you don’t understand anything. Without bothering at all with more or less decent training, the developers throw you to the amusement of the local inhabitants. How to behave, is it possible to be rude and rummage through other people’s chests without embarrassment? You have yet to find out the answer to this mystery, and at the same time taste many blows from a strong club. The difficulty lies elsewhere: in the world of Two Worlds there are about a dozen factions squabbling with each other, about which you know absolutely nothing. Figuring out which of them is just good, and who pays well, who is worth being friends with, and who to rob completely is your primary task. Because the life of a tramp is fleeting and boring.

The main test for a beginner is night walks. You see, all the creatures you hit during the day return at night in the form of ghosts, which are often stronger and more dangerous than their living prototypes. Of course, this gives a special flavor to our adventures: is it not worth getting into a fight with harmless pigs? When they are resurrected, they will hit your ears so hard that you won’t think it’s enough... But if you wait for the first rays of the sun, the obnoxious pig ghosts will independently go to pig paradise.

Fortunately, the developers of Two Worlds did not introduce automatic adjustment of monsters to the main character into the game, as was done in The Elder Scrolls 4. If you feel that you cannot cope with the enemy, then pass by, it’s too early for you to roam around here. When you grow up, come back. Or take, for example, a bear. The bear is such a woolly, toothy litmus that shows the coolness of your character. It kills a low-level teapot with the first blow, mediocre killer - from three. Therefore, you will celebrate your victory over your first bear for at least five minutes, joyfully picking out its entrails in order to sell them in an alchemy shop. And then, in general, you realize that you no longer care about all the hardships of this world and that you will begin to live for your own pleasure.

Cherche la femme

In underground caves you can run into demons and other unpleasant crap.

After wandering around the cities and villages, you suddenly realize that the main problem of this world is not that necromancers steal ropes from gallows and sew touching dolls with button eyes. The terrible truth is that there are only men and bears around, and not a single woman. The only person of the opposite sex that you will see is the main character’s sister, and even she was kidnapped by some gloomy types in dressing gowns. The reasons for the kidnapping are explained very vaguely, but intuition suggests that in a world where girls cannot be found during the day, there are very few reasons to steal other people's sisters.

Since the plot does not allow us to free our relative with a dashing attack, we get to work - we complete tasks, gain respect in the guilds, and acquire valuable equipment. Things are going very well with equipment in Two Worlds: several hundred sets of assorted clothing and armor, as well as additional body kit. One of the important features of local goods for an adventurer is its ability to glue: with a slight movement of the mouse, you can make one, and better one, from two well-worn robes, and from twenty cheap clubs you can easily get a killer oryashina. The magical effects of the objects are summed up, causing smiles of thirty-three tusks on the stern men’s faces and stimulating the instinct of acquisitiveness.

Traveling light, you'll inevitably be amazed at how many slackers and bandits there are in Two Worlds. Literally around every turn you will be in wait, if not by gopniks, then by aggressive pygmies or even a family couple of ogres. In some cases, you will come across caves filled with parasites - in a word, you will not have to experience a lack of experience and equipment. Your new homeland has taken care of all your needs.

The character development system raises a number of questions - not because of its simplicity, but because of the peculiarities of the world. Why is it that only “power” characteristics are implemented in a role-playing game? There is not a hint of diplomacy, eloquence, or brainwashing. The question also haunts me: where are the teachers? Where are these people who should teach our Neanderthal savior new fighting techniques and types of magic? You see, in this wilderness, it is impossible to separate mentors and traders from the other useless human masses by eye. You have to say hello to everyone you meet in order to figure out where you can finally buy a Slavic cabinet or study the “Golden Stool” position. Which, you see, is not entirely convenient.

National Geographic

In search of a relative, we cross the continent length and breadth, rubbing our feet bloody, until we finally find a horse. It would seem that this is happiness - but no. The skittish brute is equipped with such poor controls that it’s easier to spit on its crown and jump to the desired area on your own two feet, using numerous teleports - fortunately, there are more of them in Two Worlds than there are stations in the Moscow metro.

And admiring the surroundings while traveling on foot is a hundred times more fun. The world around is trying to live its own life. Forest animals are multiplying right before your eyes. “Ugh!”, you say to a gang of wolves who shamelessly materialized out of thin air right in front of the protagonist’s nose, “they could have done their shameful deed in the bushes, gray dogs.” And in response, they begin to busily gnaw on the bony Neanderthal-savior legs.

With regret, apparently, we still have to admit: in statics (in pictures, that is) Two Worlds looks much better than in dynamics. The not very well-executed optimization of graphic beauties has led to the fact that the surrounding space is overgrown with details quite suddenly and not at all in the way that we, civilized people, are used to: tufts of grass literally jump out from under the protagonist’s feet, and trees get confused in the number of their own branches . Relative calm reigns only in cities: the stone blocks do not twitch, and there is no vegetation on the pavement. But in the centers of civilization, we clearly observe something else: the animation of the main character, and other anthropoids, was not made by hand, to put it mildly. Moreover, all the creatures that inhabit this blessed land have a truly invaluable ability: in moments of spiritual despair, or simply out of forgetfulness, they can easily pass through walls, trees and fellow creatures.

The sound design, fortunately, does not “overgrow” with grass and does not frighten you with terrible animation - it’s done very well high level. The music is chosen well and is quite worthy of listening separately from the game. Traveling around the world is accompanied by quite life-like sounds, the greatest interest among which is caused by the lines thrown by the hero with or without reason. When he, splashing through the wet forest, cursed the rain recklessly or wearily exclaimed “Oh no, really again!..”, seeing another gang of romantics from the high road, the reviewer’s heart was filled with warmth and joy.

In the eighth month

One of the undeniable advantages of Two Worlds is complete permissiveness within the limits of what is permitted. Do you want to cut out the entire city? Please. Do you want to be a pacifist? Also please. Do you want it? It's easy! The game is ready to forgive any stupidity that comes into your head. The three characters vital for successful completion are equipped with the “Eternal Life, God-Like” parameter. Just know that they will never get rid of you until you complete their tasks. You won’t be able to recognize the futility of existence and commit suicide either: time after time, having received fatal blows, the hero is regularly resurrected on the altar of a certain goddess and again skipping rushes towards new dangers. In this respect, Two Worlds is extremely similar to Diablo - with the only difference being that the untimely deceased is not lowered in level. That is, you will certainly defeat everyone. Some day.

The most important words: despite its many twists, the game is quite capable of captivating. If you enjoy running aimlessly through wilderness areas while swinging a level 20 tail picker, you won't be disappointed. However, the overwhelming feeling of being completely unfinished and half-thought out does not allow you to enjoy the game to the fullest. We can only hope that after a dozen patches the game will sparkle with all its facets, but for now... for now it’s better to dig up some worms and go fishing. Or think about a tourist package to Cyrodiil.

P.S. When this text was already being written, intelligence reported about the release of the next patch. The hubbub on the forums is terrible: “They brought in women! 5 pieces! YYYYY!”

At one time, the adventures of the brave mercenary Insert-your-name in Antalor were remembered by players with a beautiful picture for its time, good design and elaboration of the surrounding world. And also - a mind-boggling number of bugs of all kinds, horribly delivered dialogues and a complete absence of anything resembling balance. However, a lot of water has already flowed under the bridge since then. It’s no joke, even in our world almost three years have passed, and in Two Worlds, almost all five.


There really are a lot of changes in Antalor. However, the brave mercenary Insert-your-name could not see this. In the end, he spent all this time not somewhere at a resort, but in the dungeons under the castle of Emperor Gandohar.
Despite the fact that there were two endings in “Two Worlds”, the beginning of the second part is exactly the same, bad - Gandohar’s plans were successfully brought to life. The former sorcerer proclaimed himself emperor and sat comfortably on the throne in the Khatmaar fortress. Aziraal settled down no less comfortably in Kira’s body, and our hero naturally ended up in the zindan.
But this is where the successes of the would-be ruler ended. The wayward deity flatly refused to cooperate and share his power with some pathetic mortal and tried to break out of control with a simple and understandable goal - to burn all of Antalor to such and such a grandmother. The emperor's headache resulted in the physical pain of the protagonist, since it was from him the sorcerer began pumping up strength to keep Aziraal in Kira’s body.
The former mercenary is saved from the forced role of a magic battery by a zone der-team that appears out of nowhere... orcs! The green guys dashingly deal with the guards and help the hero escape - in exchange for the latter's active participation in the overthrow of the self-proclaimed emperor. Our protégé has nowhere to go - where is Gandohar. Kira is there, and the main character does not intend to leave his sister in captivity, and even possessed by an ancient god. This is how new adventures of the old protagonist begin.

In five years, the brave mercenary Insert-your-name has changed beyond recognition in the most literal sense. The Gandohara dungeon worked better than any beauty salon - the hero became younger and prettier, his movements became much smoother, his face reached a new level of detail, and his hair stopped looking like wood shavings. And he also doesn’t at all resemble the citizen we played as first part.

This is interesting: those to whom this citizen was dear for some reason may be slightly upset, because there is no talk of any import of the hero here. But this is more than compensated for by the new character editor, which has become a little more difficult to use, but produces quite sane faces.

Sitting in dungeons for a long time and a complete lack of training took its toll - the great fighter (a sharp shooter, a wise magician, or whoever you are?) again slipped to the level of a green beginner. who at first will not be able to lift a heavy sword or pull a bow string. But soon he will learn to sneak up on enemies and cut their throats, disassemble and improve weapons and armor, compose long spells with a bunch of effects from blanks, and brew all sorts of different potions. In general, there is a lot to learn, All this is achieved by studying and improving relevant skills.

This is interesting: the hero also knows how to play musical instruments - from the drum to the guitar. You don’t need to learn any skills, you only need notes and the instrument itself. Playing music is a mini-game similar to a greatly simplified Guitar Hero, and well-played songs reward coins from passers-by.

Unlike the first part, where there were only one or two useful abilities, here most of the skills are very useful. There are no clearly defined classes in the game; each character can learn the skills of any of the six groups - melee, small arms, magic, theft, craftsmanship and general physical training. However, creating a jack of all trades will not allow you to limit the maximum skill level, depending on the physical characteristics of the character. Low accuracy will put an end to attempts to develop shooting talents, and a weak-willed character will not be either a magician or an alchemist. Fortunately, the developers abandoned the old craft system - the hero stopped mysteriously “gluing” two identical weapons into a third, more powerful one. Instead, he can disassemble the weapon into its components: separately pieces of iron, separately pieces of wood, leather in one pile, rags in another, and so on. All this recyclable material can be used to improve other items.

This is strange: how the hero gets a sharper sword from a sword, a stick and six pieces of scrap metal is a mystery. However, compared to what happened before, this is undoubted progress.

A similar pattern occurs with spells and alchemy. To cast a spell, you need a magical amulet, in which you can place from two to seven scrolls with spells, and attach a bunch of modifier cards to each of them. With some skill you can, for example, create fireball, which, when exploded, will heal the main character and summon skeletons on the enemy’s head,
The potion-making system does not require much thought at all. We take the ingredients, mix them in an alchemical cauldron, and look. what happened. Fortunately, a variety of ingredients are scattered in Antalor - just know how to mix the potions.

Unlike the first part of the game with its dozens of incomprehensibly different cities and villages, here there are vivid impressions from every corner game world you won't get around to it. Alsorna, a thriving and practically uninhabited island, cannot be confused with Hatmandor, a seething center of civilization in the center of the desert. The cursed village, locked in the swamps, will bring tears of nostalgia to fans of Quest for Glory - as, indeed, the villages of horse breeders in the savannah. But there were no horse races in QfG. And here it is.

This is interesting: the hero also forgot how to fight on horseback, and thank God, because before he was very bad at it. Now the horse is only a means of transportation on the savannah. Along with horse battles, almost all bugs associated with horse riding went into oblivion.

Vast sea areas have been added to the game. Unfortunately, boating is not far removed from horse riding from the first part. In the sense that driving a watercraft is very inconvenient and almost never necessary.
Alas, all the praise concerns only open spaces, and most of the dungeons here can be represented as a straight line. Because in the game this straight line is twisted with all sorts of loops, there will be no more branches or options for passing through it. And if you see a locked door, it means that there is either a lever nearby or a small bypass, usually a couple of meters long. But all the dungeons are long and filled with monsters, that’s okay. And they are also rich in similar areas - what can you do? handmade, the dungeons here were made up of several types of standard blocks. And about a third of the game will take place in such dungeons.
The enemies pleasantly surprise you with their sophisticated intelligence. Apart from occasional traffic jams in narrow passages, there’s really nothing to complain about.
Different monsters behave differently. For example, stupid zombies in swamps walk straight towards the player, and if water gets in the way, they will wander along the bottom. Small, but very painfully biting werewolves move exclusively by jumping and zigzag in such a way that mother will not worry. Each monster has its own vulnerabilities and weak points, having studied which you will beat them much more effectively.

This is important: information about the resistance of monsters to one or another type of damage should always be looked at especially carefully. And always carry a spare weapon with you or keep spells from several different schools of magic at the ready. Living statues can be sawed with a sword for a good half hour, but they instantly crumble from a couple of blows with a good club. And roofing felt generally looks at a hero who has not stocked up with a torch or fire arrows solely as fertilizer.


"Two Worlds 2" boasts excellent plot branches and original texts tasks, but the quests themselves almost always boil down to one of three options: “go there, bring the item,” “go there, kill everyone there,” or “go there, talk to someone.” In most cases - with the postscript “and at the same time kill all the enemies on your way.”
You won't be able to get lost along the way, even if you try very hard. His Majesty the Marker will carefully indicate the position of the current target on the map with an accuracy of up to a meter. You won’t be able to travel around the world for your own pleasure either - all the places that the hero is too early to go to are carefully covered with doors with red locks that cannot be opened.

The linearity of dungeons turns into a virtue. when it comes to network game. A group of mercenaries, whooping and hooting, trample enemies to the floor and crush them into walls. Machine fighters march menacingly ahead of the party, blocking the passages. And archers and magicians, who no longer have the need to play back runners over short distances, shower the enemy with a hail of arrows and the most deadly spells in their arsenal. Fortunately, the absence of “friendly fire” only encourages this.
Network mode organized approximately according to the same principle as in the old “Cursed Lands”. Some MMORPGs, like Vindictus, are now guided by a similar scheme. More interesting mmorpg - and . There is a city - a non-combat zone in which each player can calmly distribute skills or fill a backpack with everything necessary for a hike. It plays the role of a kind of “lobby”. You can only leave the city on a mission - by joining an already created game or organizing your own.
The most fun type of game is cooperative play. It is a special campaign of seven missions, each of which becomes available only after completing the previous one. It’s impossible to play at a level that you haven’t reached yet, but replaying the ones you’ve already completed is easy. Experience flows like a river, and so does money, especially if you go through the campaign solo. However, some missions cannot be completed alone - not because the monsters are too strong, but there are puzzles at the levels that require the participation of several people. For example, buttons at different ends of the hall that need to be held down so that someone can pass through the opened door.
Having accumulated ten thousand coins (which won’t take much time in the co-op adventure mode), you can buy lands for yourself, thereby opening new type game called "Village". Managing your own estate is very similar to managing a castle in Neverwinter Nights 2. We invest money, build buildings and carry out the mayor’s orders to keep the residents happy. And the village, in turn. slowly invests money in us, bringing a stable income.
There is no point in describing game modes like “Arena”, “Tournament” and “Crystal Hunt” - everything is said in the title. Variations on the Deathmatch theme are alive and will continue to live - except that in the latter case, the team that has collected the most verita crystals scattered across the field wins.

The main problem of Two Worlds 2 is not the “flat” dungeons single player and not in linear tasks. In the world created by Reality Pump, you want to not just play, but live, but it seems that the developers themselves are actively preventing this.
They created a huge world. They divided it into unique areas, added beautiful cities, but forgot to somehow tie the hero to them. Having completed the initial tasks, we will leave the savannah forever - unless somehow later, after completing the main storyline, we will return to win at the races. On the stunningly beautiful streets of New Ashos, practically nothing will delay us. The plot will quickly take us outside the city, and then from the island altogether. The swamps, striking in their atmosphere and detailed history, are nothing more than a run from one corner of the map to another, with the parallel destruction of all the undead encountered. I would really like to have a reason to linger somewhere, rummage through the chests and pockets of unwary citizens at night, give a couple of concerts in a tavern - but the quickly ending list of tasks drags the hero further.
The developers wrote excellent texts, but forgot to add the actual dialogues. The answer options in almost any conversation come down to “take the task” or “don’t take the task” - in the best traditions of Japanese role playing games. Yes, in many missions there is a choice, but it is represented by only two (in best case scenario- three) answer options. Which, moreover, has little influence on anything - the plot is linear, and no matter what you choose, it will still continue along the same lines.
The developers provide the player with a huge range of opportunities for a pleasant pastime in this game, but you will have to look for them yourself. And preferably already when the plot ceases to pull you forward by the ears - that’s why it’s provided here “ free game» after completing the main storyline.
“Two Worlds 2” is the very case when you can’t see the forest for the trees. There are many elements in the game that have been polished and polished, but they are not coordinated with each other. Instead of a clear, intelligible narrative and slow getting used to the world, there is a quick kaleidoscope of events leading to the final video.
The second part has gone quite far from its predecessor. Most of the bugs have disappeared, the glaring imbalance has disappeared, interesting dialogues have appeared... There is now really something to do in the world. The potential of the game is very great, but it still needs to grow to the title of a masterpiece.

When you first get acquainted with the assortment of city shops, you begin to wonder about the convenience of the interface. As often happens, multiplatform has played a disservice - goods cannot be sold or bought in bulk, fonts are striking in their hugeness, and the initial key layout takes several minutes to customize “to suit you.” Alas, even if you set up management properly and put up with long-term trading transactions, you will not save yourself from the need to constantly decide what to do with unnecessary junk. Having descended into some dungeon and pacified several monsters, our hero receives a backpack filled to the brim with useless rubbish - identical swords, bows, arrows, some brochures and mountains of master keys. It’s kind of a shame to leave all this on the battlefield, so you have to spend precious time sorting the items and then selling them in the nearest shop.

The dialogues of Two Worlds, which were not particularly original, successfully made it into the sequel - when communicating with the inhabitants of Antalor, the hero learns only the information he needs and moves on. It is impossible to develop a conversation with anyone properly due to the fact that the list of remarks is limited to only one or two phrases. Perhaps only some stealth missions, which are needed here like a dog’s fifth leg, deserve even more criticism. The fact is that there are no social talents in “leveling up” the hero, and “stealth” is limited only to opening locks with master keys and silently killing those enemies who specifically have their backs to our protagonist.

However, there is no need to regret that sometimes we are deprived of the pleasure of engaging in a fair fight with the enemy. Combat system stingy with appointments to the point of impossibility. A warrior only needs to learn three types of attacks - a lunge by pressing the left mouse button, a block by pressing the space bar, and a special blow to the right rodent button. There are no “combos” or intricate attacks to speak of, so after just a couple of hours you begin to think about retraining the hero into a magician, who has to click on buttons about half as much.

Let's rock this world

Like the original, Two Worlds II has a multiplayer mode - which, you see, is quite unusual for games of this genre. Of course, Two Worlds multiplayer is unlikely to ever be able to compare with various MMORPGs, which pay much more attention to the network code. However, in the Two Worlds II network mode, you can join a “city” server and choose an activity to your liking - take part in a duel, play a deathmatch, complete seven missions alone or together with a team, or join a team hunt for crystals. These entertainments are fun only at first, and this is probably the main difference between the multiplayer of Two Worlds II and some World of Warcraft or Guild Wars, where the PvP component can be devoted, if not years, then at least several months.

It is difficult to say what exactly let Ivan Nikolaevich down - whether it was the graphic power of his talent or complete unfamiliarity with the issue on which he was going to write - but Jesus in his portrayal turned out to be completely like a living, although not an attractive character.

M. A. Bulgakov, “The Master and Margarita”

At one time, the adventures of the brave mercenary Insert-your-name in Antalor were remembered by players with a beautiful picture for its time, good design and elaboration of the surrounding world. And also - a mind-boggling number of bugs of all kinds, horribly delivered dialogues and a complete lack of anything resembling balance. However, a lot of water has already flowed under the bridge since then. It's no joke, even in our world almost three years have passed, and even in Two Worlds, read, all five.

Prince of Antalor

There really are a lot of changes in Antalor. However, the brave mercenary Insert-your-name could not see this. In the end, he spent all this time not somewhere at a resort, but in the dungeons under the castle of Emperor Gandohar.

Historical information: Those who played the first part undoubtedly remember that Gandohar was the name of a sorcerer with an innate talent for intrigue, but mediocre magical talents. During the first part of “Two Worlds,” he nurtured insidious plans to revive the ancient god of fire Aziraal. The body of the protagonist’s sister, Kira, was supposed to be the container for the said deity, which did not suit the hero himself.

Despite the fact that “Two Worlds” had two endings, the second part has exactly one beginning, a bad one. Gandohar's plans were successfully implemented. The former sorcerer proclaimed himself emperor and sat comfortably on the throne in the capital city of Hatmandor. Aziraal settled down no less comfortably in Kira’s body, and our hero naturally ended up in the zindan.

The Orc scout manages to unobtrusively reject the advances of the protagonist over and over again.

The Imperial armor is slightly reminiscent of the Overlord's robe from Overlord games.

But this is where the successes of the would-be ruler ended. The wayward deity flatly refused to cooperate and share its power with some pathetic mortal and tried to break out of control with a simple and understandable goal - to burn all of Antalor to such and such a grandmother. The emperor’s headache resulted in the physical pain of the protagonist, since it was from him that the sorcerer began to pump strength to keep Aziraal in Kira’s body.

The former mercenary is saved from the forced role of a magic battery by a sonder team that appears out of nowhere... orcs! The green guys dashingly deal with the guards and help the hero escape - in exchange for the latter's active participation in the overthrow of the self-proclaimed emperor. Our protégé has nowhere to go - where Gandohar is, there is Kira, and the main character does not intend to leave his sister in captivity, and even possessed by an ancient god. This is how new adventures of the old protagonist begin.

Talented in everything

If Khalkhin were not populated by horse breeders, it would make a good tourist town.

The noble Sire is already looking down on you. But this is only the very beginning of the journey.

In five years, the brave mercenary Insert-your-name has changed beyond recognition in the most literal sense. The Gandohara dungeon worked better than any beauty salon - the hero became younger and prettier, his movements became much smoother, his face reached a new level of detail, and his hair no longer looked like wood shavings. And he doesn’t at all resemble the citizen we played for in the first part.

This is interesting: those to whom this citizen was dear for some reason may be slightly upset, because there is no talk of any import of the hero here. But this is more than compensated for by the new character editor, which has become a little more difficult to use, but produces quite sane faces.

Sitting in dungeons for a long time and a complete lack of training took its toll - a great fighter (a sharp shooter, a wise magician, or whoever you are?) again slipped to the level of a green beginner, who at first will not be able to lift a heavy sword or pull the string of a bow. But soon he will learn to sneak up on enemies and cut their throats, disassemble and improve weapons and armor, compose long spells with a bunch of effects from blanks, brew all sorts of potions... In general, he will learn a lot. All this is achieved by learning and improving relevant skills.

This is interesting: The hero also knows how to play musical instruments - from the drum to the guitar. You don’t need to learn any skills, you only need notes and the instrument itself. Playing music is a mini-game similar to a greatly simplified Guitar Hero. For well-played songs, coins are awarded from passers-by.

The capital city of Hatmandor. Finally got there.

Antalor pop stars give a concert in the suburbs of Hatmandor.

Unlike the first part, where there were only one or two useful abilities, here most of the skills are very useful. There are no clearly defined classes in the game; each character can learn the skills of any of the six groups - melee, small arms, magic, theft, craftsmanship and general physical training. However, creating a jack of all trades will not allow you to limit the maximum skill level, depending on the physical characteristics of the character. Low accuracy will put an end to attempts to develop shooting talents, and a weak-willed character will not be either a magician or an alchemist.

Fortunately, the developers abandoned the old crafting system - the hero stopped mysteriously “gluing” two identical weapons into a third, more powerful one. Instead, he can disassemble the weapon into its components: separately pieces of iron, separately pieces of wood, leather in one pile, rags in another, and so on. All this recyclable material can be used to improve other items.

This is weird: How the hero gets a sharper sword from a sword, a stick and six pieces of scrap metal is a mystery. However, compared to what happened before, this is undoubted progress.

A similar pattern occurs with spells and alchemy. To cast a spell, you need a magical amulet, in which you can place from two to seven scrolls with spells, and attach a bunch of modifier cards to each of them. With some skill, you can, for example, create a fireball, which, when it explodes, will heal the main character and summon skeletons to the enemy’s head.

The potions system does not require much thought at all. We take the ingredients, mix them in an alchemical cauldron, and see what happens. Fortunately, a variety of ingredients are scattered in Antalor - just know how to mix the potions.

And new skates to boot

Unlike the first part of the game with its dozens of incomprehensibly different cities and villages, here you won’t get vivid impressions from every corner of the game world. Alsorna, a thriving and practically uninhabited island, cannot be confused with Hatmandor, a seething center of civilization in the center of the desert. The cursed village, locked in the swamps, will bring tears of nostalgia to fans of Quest for Glory - as, indeed, the villages of horse breeders in the savannah. But there were no horse races in QfG. And here it is.

This is interesting: The hero also forgot how to fight on horseback. And thank God, because before he did it very badly. Now the horse is only a means of transportation on the savannah. Along with horse battles, almost all bugs associated with horse riding went into oblivion.

Doesn't it remind anyone of the landscapes of Mordavia? At least it smells of hopelessness in the same way.

Swamp witch. No, not from Blair. And - who knows - maybe she’s not a witch at all?..

Vast sea areas have been added to the game. Unfortunately, boating is not far removed from horse riding from the first part. In the sense that driving a watercraft is very inconvenient and almost never necessary.

Alas, all praise concerns only open spaces. And most of the dungeons here can be represented as a straight line. Because in the game this straight line is twisted with all sorts of loops, there will be no more branches or options for passing through it. And if you see a locked door, it means that there is either a lever nearby or a small bypass, usually a couple of meters long. But all the dungeons are long and filled with monsters, that’s okay. They are also rich in similar areas - what can you do, it’s not handmade, the dungeons here were made up of several types of standard blocks. And about a third of the game will take place in such dungeons.

The enemies pleasantly surprise you with their sophisticated intelligence. Apart from occasional traffic jams in narrow passages, there’s really nothing to complain about. Different monsters behave differently. For example, stupid zombies in swamps come straight towards the player, and as soon as water gets in the way, they will wander along the bottom. Small, but very painfully biting werewolves move exclusively by jumping and zigzag in such a way that mother will not worry. Each monster has its own vulnerabilities and weak points, having studied which you will beat them much more effectively.

This is important: Information about the resistance of monsters to one or another type of damage is always worth looking at especially carefully. And always carry a spare weapon with you or keep spells from several different schools of magic at the ready. Living statues can be sawed with a sword for a good half hour, but they instantly crumble from a couple of blows with a good club. And the tree golem generally looks at the hero, who has not stocked up with a torch or fire arrows, solely as fertilizer.

Beautiful. Magically. It’s good that you don’t have to fight with this.

“Will it hurt?” - “Yes, very much.”

"Two Worlds 2" boasts excellent plot branches and original quest texts, but the quests themselves almost always boil down to one of three options: "go there, bring the item", "go there, kill everyone there" or "go there, talk to anyone." In most cases, with the note “and at the same time kill all the enemies on your way.”

You won't be able to get lost along the way, even if you try very hard. His Majesty the Marker will carefully indicate the position of the current target on the map with an accuracy of up to a meter. You won’t be able to travel around the world for your own pleasure either - all the places that the hero is too early to go to are carefully covered with doors with red locks that cannot be opened.

Well done soldiers

The linearity of dungeons turns into a virtue when it comes to online play. A group of mercenaries, whooping and hooting, trample enemies to the floor and crush them into walls. The “tank” soldiers march menacingly ahead of the party, blocking the passages. And archers and magicians, who no longer have the need to win back runners over short distances, shower the enemy with a hail of arrows and the most deadly spells in their arsenal. Fortunately, the absence of “friendly fire” only encourages this.

The hero admires the views of his new estate. After all, everything around him belongs to him.

Our protégé's home in multiplayer mode. During our absence, the village head looks after the house.

The network mode is organized on approximately the same principle as in the old “Cursed Lands”. Some MMORPGs, like Guild Wars or Vindictus, are now following a similar scheme. There is a city - a non-combat zone in which each player can calmly distribute skills or fill a backpack with everything necessary for a trip. It plays the role of a kind of “lobby”. You can only leave the city on a mission - by joining an already created game or organizing your own.

The most fun type of game is co-op. It is a special campaign of seven missions, each of which becomes available only after completing the previous one. It’s impossible to play at a level that you haven’t reached yet, but it’s easy to replay the ones you’ve already completed. Experience flows like a river, and so does money, especially if you go through the campaign solo. However, some missions cannot be completed alone - not because the monsters are too strong, but at the levels there are puzzles that require the participation of several people. For example, buttons at different ends of the hall that need to be held down so that someone can pass through the opened door.

Having accumulated ten thousand coins (which won’t take much time in the co-op adventure mode), you can buy some land for yourself, thereby opening up a new type of game called “Village”. Managing your own estate is very similar to managing a castle in Neverwinter Nights 2. We invest money, build buildings and carry out the instructions of the headman to keep the residents happy. And the village, in turn, is slowly investing money in us, bringing in a stable income.

There is no point in describing game modes like “Arena”, “Tournament” and “Crystal Hunt” - everything is said in the title. Variations on the Deathmatch theme are alive and will continue to live - except that in the latter case, the team that has collected the most verite crystals scattered across the field wins.

Good memory

The main problem of Two Worlds II is not at all in the “flat” dungeons of the single player game and not in the linear tasks. In the world created by Reality Pump, you want to not just play, but live, but it seems that the developers themselves are actively preventing this.

University of New Ashos. At such an early hour, neither students nor teachers
there are no givers in sight. But the couples began
They disappear within a few hours.

The jungle around New Ashos oozes peace and tranquility.
jealousy. But that's it for now.

They created a huge world, divided it into unique areas, added beautiful cities, but forgot to somehow tie the hero to them. Having completed the initial tasks, we will leave the savannah forever - unless somehow later, after completing the main storyline, we will return to win at the races. On the stunningly beautiful streets of New Ashos, practically nothing will delay us. The plot will quickly take us outside the city, and then from the island altogether. The swamps, striking in their atmosphere and detailed history, are nothing more than a run from one corner of the map to another, with the parallel destruction of all the undead encountered. I would really like to have a reason to linger somewhere, rummage through the chests and pockets of unwary citizens at night, give a couple of concerts in a tavern - but the quickly ending list of tasks drags the hero further.

The developers wrote excellent texts, but forgot to add the actual dialogues. The answer options in almost any conversation come down to “take the task” or “don’t take the task” - in the best traditions of Japanese role-playing games. Yes, in many missions there is a choice, but it is represented by only two (at best three) answer options. Which, moreover, has little influence on anything - the plot is linear, and no matter what you choose, it will still continue along the same lines.

The developers provide the player with a huge range of opportunities for a pleasant pastime in this game, but you will have to look for them yourself. And preferably already when the plot ceases to drag you forward - that’s why “free play” is provided here after the completion of the main storyline.



“Two Worlds 2” is the very case when you can’t see the forest for the trees. The game has many elements that are polished and polished, but they are not coordinated with each other. Instead of a clear, intelligible narrative and slow integration into the world, there is a quick kaleidoscope of events leading to the final video.

The second part has gone quite far from its predecessor. Most of the bugs have disappeared, the glaring imbalance has disappeared, interesting dialogues have appeared... There is now really something to do in the world. The potential of the game is very great, but it still needs to grow to the title of a masterpiece.

Fun
Graphics
Convenience
Role system
Game world

Memorable

– vast and very beautiful open spaces
- an abundance of roles in which the main character gets to play
- spell constructor

I would like to

- more varied tasks
- the ability to at least influence something in dialogues

Amazing graphics, interesting texts, a huge range of features. But all this is against the backdrop of “go and fetch” tasks and a blurry storyline that drags the player through the world at a gallop. Indeed, the trees are gorgeous, but you can’t see the forest behind them.

MANAGEMENT

Not a single enemy can keep up with the main character's horse.

Childe Roland and the Dark Tower. Miniature. Fragment.

Write walkthrough Two Worlds II makes no sense - the developers did everything possible to ensure that no one would have problems with this. The main character's mighty card marks the target with a marker absolutely any task. Thus, even if this very task involves the need to comb the area and track down someone, don’t worry - you won’t have to comb anything or follow anywhere, you just need to run to the appropriate mark.

There are no problems in conducting dialogue either. The hero copes well on his own, transferring control to the player only in moments of simple and obvious choice - which reward to choose or which side to take. With rare exceptions, you can choose anything - it still won’t come back to haunt you in the future.

This is interesting: The most striking exception will be in the third chapter, which takes place in the Swamps. By supporting one of the sides in the conflict there, you will reduce the time it takes to complete the chapter to half an hour, while the other side will chase you through the swamps for a good few hours. But the plot subtleties of this episode are more interesting to find out for yourself.

It is much more difficult to understand the local role-playing system. There are numerous combat skills, handicrafts, a cunning system for creating spells, and simply a ton of not always obvious mini-games. Those who played the first part will inevitably be confused by the unusual novelty. And those who haven’t played will be shocked by the abundance of opportunities that fall on the character literally from the start.

High-altitude assemblers

New item, potion, and spell constructors will be one of the first things Two Worlds 2 introduces to the player. However, no one in the game bothers to really explain how to handle these same constructors. But not everything in them is so simple and clear.

Entertaining cooking

Local mafioso Mr. Lexington is a lover of black clothes, chess and intrigue.

The easiest way to understand is the local alchemical system. An entire section in the inventory is dedicated to the alchemical cauldron, where all the ingredients found in chests, picked up from the ground and cut from monsters are stored. Each such ingredient has a specific effect: some restore life or mana, others temporarily improve characteristics, and others enhance or prolong the effect of the elixir in which they are used. We take and throw in products with the desired effect in the required concentration - and the potion is ready.

Under no circumstances should you mix reagents with different effects in one boiler! In the finished potion, only one will remain - from the reagent of which more was thrown into the cauldron. We will not be able to create a potion that protects against fire and at the same time restores mana or increases the hero’s strength and accuracy, despite all the temptingness of such a scenario. All these improvements are achieved only separately, with different brews. One potion - one action, and nothing else.

Leaving no unnecessary details

Crafting in Two Worlds is a little more complex than alchemy. Technological processes as many as two - disassembling the item and improving it.

The first is that we take a sword (axe, bow, armor, staff - whatever) and with a wave of the mouse we disassemble it into its components. We will have to perform such “technological processing” regularly - weapons, armor and magical accessories take up a lot of space in the inventory, but resources, for a mysterious reason, are weightless and incorporeal. Therefore, when trophies knocked out of monsters begin to pour out of the hero’s backpack, then either look for a merchant, or use the wonders of enemy equipment for scrap metal, firewood and rags.

We can take the helmet apart, but put it back together...

But it’s not weightlessness alone that makes recyclables valuable. Almost every item used, be it a weapon, a magic staff or armor of any cut, can be improved. The procedure is no more complicated than disassembly: we spend a certain number of specified resources and increase the level of the item by one. This will not only improve the characteristics of the object, but also, possibly, add a special cell to it where a magic crystal can be inserted. Fuse crystals without fear - in order to return the stone back in the future, you just need to disassemble the enchanted item. It’s a pity that the resources invested in improvement will not be returned when disassembled.

Note: If you accumulate so much iron, wooden planks and steel ingots in your inventory towards the end of the game that you can even open a building materials store, then with leather, fabric and other sewing supplies it will be worse. The fact is that weapons are almost always picked up from the enemy, accumulated quickly and are sent for dismantling in whole batches, but armor and magical robes are scarce things, and they have better uses.

Dragon poker

But in the magic system of “Two Worlds 2”, at first glance, the devil himself will break his leg. Although in practice it is not so difficult to master.

To create a spell you need a magical amulet, which we will stuff with scrolls with spells. A magical amulet can hold from two to seven scrolls - but such extremes are extremely rare. Basically, exactly three spells fit into the amulet. Each spell, in turn, is made up of a stack of cards.

We play magic solitaire games on an enchanted amulet.

The first card is called embodiment. It determines how the spell will act - whether it will be a charge flying at the target at a certain speed, or maybe it will act on the area around the hero, or will place a trap in a specified place... Yes, even an altar that casts an enchantment, stick it in the ground - if only there was a corresponding map.

Second card - impact. And she asks exactly what type of magical effect. It’s also hard to complain about the lack of impact cards - ice, wind, water, flame, spirit, poison, decay, power and many others.

Some simple spells can be created only with the help of these two cards, but they will work weakly and, most likely, completely differently than you want. We will fine-tune the spell using cards called conversion cards. There are six types of transformations, and the effect they have is simply striking.

    Damage conversion, as the name suggests, determines whether the spell will deal damage. If the scroll does not contain a damage card, then the hex will be relatively peaceful - for example, a fire charge will blind the enemy without causing damage, and a poisonous trap will work as an antidote.

    Hover conversion Only applicable for scrolls with the “charge” embodiment card. Using this card will cause the charge to chase the target.

    Reflection Transform, which can also only be attached to a “charge,” leads to the charge beginning to be reflected from the target. You can add several cards of this type to the scroll at once - each of them will increase the number of rebounds.

    Scattering transformation- the third transformation, characteristic only for “charges”. It causes the charge to split into several separate beams. As in the case of reflection maps, the number of scattering maps in a scroll can be increased - the number of beams into which the charge will split will increase.

    Don't be deceived by the pastoral
    landscape - sometimes something like this will come to this stream at a watering hole...

    Time conversion, unlike the previous three, is applicable for spells with the “enchantment” manifestation card. If this modifier is present in the scroll, the enchantment will last for some time. The time increases in direct proportion to the number of cards of this type attached to the spell.

    Protection conversion can only be applied to “charms”, and not to all, but only to those that already contain one or more time transformations. After applying this modifier, the spell will begin to render not only harmless, but also positive effect. For example, if a time-extended fire enchantment creates a light source, a time-extended fire enchant created for protection will increase fire resistance.

Let us remember once again that several spells fit into the amulet, and imagine What we can push it there. What saves such a system from imbalance is the fact that the more scrolls we put into the amulet and the more complex each of them is, the more time it will take to pronounce such a formula and the more mana it will burn. However, magicians still have freedom in the game - not just combat, but at least creative freedom.

Tooth for tooth

However, it is impossible to say that those who like frontal attacks and chest-to-chest fights have their rights infringed upon, even if they want to. Unfortunately, no one will allow a warrior to design new types of weapons, but those that are available are sufficient.

All melee weapons can be classified according to two criteria - by size and by type. By size, the tools of heroic labor are divided into one-handed And two-handed, by type - on swords, maces, axes And polearm. They keep themselves apart daggers— they dangle quietly from the belt and are pulled out mainly to stick them in the back of someone’s head. It is theoretically possible to conduct a frontal battle with a dagger, but in practice it is very difficult to implement. You cannot block with a short blade, you cannot parry an attack, and no special skills are applicable with it. In addition, it is impossible to make a knife for battle - the hero automatically takes the dagger in his hand when he switches to the stealth movement mode, and also automatically attaches it to his belt when he stops sneaking around half-bent.

This is important: even if you do not intend to use the dagger for its intended purpose, do not remove it. It’s better to insert some kind of magic crystal into it, and let it hang on your belt as an additional magical support.

One-handed weapons are notable for several facts. Firstly, the hero can arm himself with two copies of it at once. Secondly, in addition to the second blade, our protégé’s left hand can also be occupied with a shield or even a torch. The latter will not only help you navigate dark dungeons, but will also sometimes allow you to set fire to an overly “hot-tempered” enemy, such as a mummy or a tree golem. Finally, you can simply leave your left hand free.

A two-handed weapon has a much larger affected area, and our mercenary swings it much wider, hitting several enemies at a time.

Please note that different types of weapons deal different types of damage. With this, however, in “Two Worlds 2” it is sparse: damage from melee weapons is divided only into chopping and crushing. But they have a huge influence on the course of the battle. For example, don’t try to wander into dungeons teeming with the restless undead with only a mace. Zombies will tear their tummies, looking at the attempts of the main character to give their long-dead bodies bruises.

Small arms in the game are represented only by bows. But unlike melee weapons, it can easily change its damage type. You just need to equip the hero with a quiver of appropriate arrows. For hunting Nekris skeletons, blunt arrows that cause crushing damage are great, and it makes sense to shoot giant Antalor ants with sharply sharpened arrows.

This is important: a quiver is the same element of equipment as weapons and armor. And it can be improved in the same way, by inserting crystals into it and disassembling it for parts.

You can't drink talent away

We remind you that the division of characters into warriors and magicians is quite arbitrary; a character’s capabilities are limited only by his physical characteristics and set of skills. The hero has four characteristics - endurance, strength, accuracy And willpower.

    Endurance will be useful for absolutely any character. With an increase in this characteristic, the amount of maximum vital energy increases - times, the maximum inventory volume increases - two. And if the “thickness” of the character’s health bar does not concern everyone (for example, enemies will only see the arrow from an arrow’s flight distance), then the ability to stuff more loot into the backpack will not be superfluous for anyone. Merchants on long journeys will not be encountered as often as we would like, and disassembling expensive artifacts for spare parts is sometimes simply wasteful.

    The result of an unsuccessful magical experiment - Swallowing - for some reason persistently brings to mind thoughts about Tiberium zones.

    Strength- obviously, the main attribute of a hero who relies on close combat. High strength values ​​will allow you to use more compelling - or rather, weighty - arguments in hand-to-hand combat. In addition, each stat point invested into strength will add some value to the damage dealt in melee combat. And if at first this increase is insignificant, then over time it will reach three- or even four-digit values.

    Accuracy- an analogue of strength for shooters. Allows you to use advanced bows and “professional” arrows and gives an increase to the damage dealt by small arms.

    Willpower- a priority characteristic for a magician. It not only increases the damage from any spells, but also increases the maximum mana reserve. In addition, the magician will often need to work with a spell constructor - and in this activity he will also be helped by willpower, which determines maximum level skills of the “magic” branch.

The skills themselves are now learned purely from self-instruction books - teachers have sunk into oblivion. Textbooks can be bought from any merchant - although it is quite natural that in a shop for archers there will be more books on archery arts than on magical training.

Way of the Samurai

Military skills are aimed at developing heroic dexterity in handling all kinds of hand-to-hand combat weapons. Accordingly, the purpose of most skills is obvious, since the destruction of one’s neighbor in Two Worlds II occurs quite simply and quickly.

    Block- it is a block, a moderately useful thing in a hot fight. You shouldn’t sit in it for a long time - the block is not perfect and certainly not impenetrable - but it’s also a sin to neglect it. Each level of this skill increases the amount of damage blocked. It makes sense to invest as necessary, depending on how often and severely the hero suffers from blows.

    sneaky trick- we will use it only with a free left hand, which immediately sharply reduces the scope of application. With a certain probability it blinds an enemy caught in the affected area. The more developed the skill, the greater the likelihood of blindness. If you fight with a one-handed weapon with your left hand unoccupied, it is imperative to develop it. What could be better than a blind enemy? Only a dead enemy.

    Shock wave- can only be used with a shield or polearm. An ordinary reinforced blow, it doesn’t even penetrate a block. The more we develop, the more it becomes stronger. It makes sense for shield and spear bearers to take because they have nothing else to take.

    Onslaught- "shock wave" used with swords. The operating principles are exactly the same.

    Fire Strike- used with a one-handed weapon and a torch in the left hand. We hit with a torch, inflict damage with fire - the more developed the skill, the more damage. The damage itself is not a fountain, but there are enemies with vulnerability to fire! And there are also enemies with vulnerability only to the fire, and the only thing that a purebred warrior can oppose to them is just a blow with a torch.

    Stun- Mace-bearer skill. If we are going to swing clubs, we develop, if we don’t swing, then development is useless. Every new level skill increases the chance of stunning the enemy.

    Knocking out the shield- works only with axes. This skill would be extremely useful if the shield somehow helped opponents in battle. Whether he is there or not, the pace of killing the enemy practically does not change; it makes no sense to speed up the process.

    Punching a block- a very, very useful thing. Finding himself under a hail of blows, the enemy often goes into a blind block - this is where we will provide him with a gift. The higher the skill, the more damage the “gift” will cause. We develop it necessarily and diligently.

    Mental Strike— deals damage to all enemies around the main character, and with a probability of stunning, which increases as the skill develops. The damage is much weaker than with a roundhouse kick, but it can be used with any weapon.

    Knocking Down- only affects people. With a certain probability, it knocks the enemy to the floor, after which he can be finished off with one blow from a polearm or sword. This is also a useful thing - it’s a pity that the chance of knocking you down is quite low, even if you develop the skill well.

    Counterstrike— by pressing the attack button immediately after the enemy hits our block, we will carry out a powerful counterattack. A very beautiful and very useful thing - the main thing is to have time to use it in time.

The world's first archer

Shooting skills in Two Worlds 2 cover a wide range of tasks. Here there are attacks from a relatively close distance, and all kinds of elemental damage, and, of course, ordinary shelling of the enemy from a safe distance.

    Hail of Arrows- the archer's ultimate skill - fires from two to eleven arrows (depending on the level of development of the skill), each of which deals 75% of normal damage. The arrows fly like a fan, but if you let the enemy get closer, you can shoot the entire sheaf into his carcass at once. Not everyone can survive this.

    Marksmanship — increases the damage inflicted during aimed shooting. Aimed shooting mode (default - X) is used quite rarely. It disables auto-focus on the nearest enemy and increases the size of the crosshair. Aiming manually is quite inconvenient, so there is not much point in developing the skill.

    Concentration— if in the aimed shooting mode you activate the “hail of arrows”, pull the bowstring and, without releasing it, mark several targets with the right mouse button, the arrows will fly strictly in the direction of the marked targets. The number of targets that can be marked depends on the skill level. Alas, there is almost never enough time or space for such manipulations.

    Simple shot— increases the initial tension of the bowstring. The tighter the bowstring is from the very beginning, the less it needs to be pulled all the way and the more damage will be done when shooting “offhand” - it’s simple. Archers can't do without this.

    Quick Shot- increases the speed of bow draw. It is simply impossible to overestimate. As with the previous skill - if you decide to play as a shooter, then develop and develop...

    Fire Arrow- in addition to the fact that it causes a lot of damage (and increases as the skill develops), this damage is also elemental. And there are a lot of monsters in the game that are vulnerable to fire.

    Ice Arrow— the value of this thing is not so much in damage (although in that too), but in significantly slowing down the enemy. By stopping someone in a narrow passage, the archer will create a very nice dump that can be safely fired at without leaving the spot.

    Distraction Arrow- creates a phantom that begins to fight with the enemy for some time, and when it disincarnates, it causes small damage. Good thing, but you can only fire from the aimed shooting mode, and there is usually no time to switch to it in the heat of battle. Eh, Garrett would like such arrows...

    Poison Arrow- also used only from aimed shooting mode. Many enemies are immune to poison, so of all the arrows this is the most useless.

Miracle and monsters

Well, and, in fact, a magician whose strength lies in his spell constructor. Accordingly, the magician’s skills are aimed at improving the quality of the spells created.

While the hero bravely sweeps away one phantom, the second creeps up from behind. It is better to avoid such situations.

    Air magic, fire magic, water magic, earth magic and necromancy- the names speak for themselves. Levels of development increase the number of cards of the corresponding school that can be used to create spells. It is important not to focus on any one school of magic, otherwise sooner or later you will come across an enemy protected from it, and you will fight him off with nothing more than a staff and a hat.

    Wisdom— increases the maximum number of transformation cards in the amulet. It is difficult to overestimate the importance of these cards; accordingly, the magician’s skill needs to be developed to its full potential.

    Divination- Reduces the time to cast spells. It will come in handy always and everywhere; the more complex the spells you are going to use, the more noticeable the effect.

    Mana Regeneration- simply increases the rate of mana regeneration. You will have to develop it all the way, but even then it will not always be enough.

    Call— opens up the possibility of summoning creatures, setting traps and altars. Skill development determines the number of objects that can be materialized. The summoned monsters are certainly useful, everything else is an acquired taste.

    Mysticism- Reduces mana consumption. Like “mana restoration”, it is subject to development to the end.

    Knowledge— increase the number of embodiment cards used. Definitely useful - anything that helps create new spells is very valuable in the game.

And so on and so forth

Pickpocketing And lockpicking are presented with mini-games, which are not difficult to understand. Locks, however, don’t have to be hacked - they can be easily opened with a correctly composed spell or knocked down good weapon.

Note: The success of the theft does not depend at all on the player's actions - only on luck. Save.

The dog-head hanged himself with a weapon, but didn’t have time to use it.

If only the master key could withstand...

Mini-games also include horse racing across the savannah. The process of horse riding consists of regularly spurring the horse - the vile animal itself flatly refuses to gallop - while being careful not to drive it completely. If you don't kick the horse's heels into its sides for too long, it will begin to slow down. If you kick him too often, the mount's patience will overflow and he will throw the hero off.

There are five types of musical instruments in the game: drum, lyre, flute, guitar and violin (in order of increasing difficulty of mastering). The principle of playing them is similar to some Frets on Fire - you need to press the buttons in time in accordance with chords or single notes. Melodies for the drum and lyre consist only of single notes, for the flute - of only chords, but the guitar and violin are a crazy alternation of both - true gymnastics for the fingers.

It is recommended to play on the streets, in taverns, in squares - in general, wherever you can gather a crowd around you. In this case, they will give you money for good performance of music. Also, other musicians often hang out in taverns, with whom you can play a duet - and the profit will be more significant, and the musical track will become a little easier.



This concludes the list of the main surprises awaiting you in Antalor. We can only wish you good luck in exploring this beautiful world in many respects and remind you not to let anything spoil your enjoyment good games. Good luck!

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