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When your horse doesn't feel he can go a certain way, he goes off on his own, sometimes heading in the opposite direction of the one you're pressing. I realize that horses do, indeed, have minds of their own, but perhaps this is not the best aspect of riding to simulate in a game. In fact, I can say without hyperbole that the horse riding in Two Worlds features the worst controls I've ever experienced in a game. It's nice to be able to pull out a spear and bust some skulls as your ride by, but the equestrian portion of the game controls so poorly, it's not effective to do so. Much has been made of the horseback combat, a feature sorely lacking in similar games. Upon returning, the gauntlets had disappeared. After clearing through a dungeon full of skeletons, our hero left a pair of gauntlets on the ground, intending to retrieve them after going topside to sell a few trinkets. Many glitches are direct byproducts of the sloppy combat system. Simply press dodge at any moment before an attack connects, even at the last possible moment, and the avatar will slide away unharmed. You'll be able to dole out some nifty-looking combos, and a dodge button lets you quickly avoid your enemy's strikes, almost to the point of being untouchable, as dodging works perhaps too well against melee fighters. The combat is repetitious at its best, glitch-ridden at its worst. Seeing sub-plots unfold and your reputation evolve can be a lot of fun. This might not appeal to shotgun players who don't want to roam the countryside or talk to random villagers, but those that prefer a more leisurely pace will enjoy the sense of consequence it lends. Instead you'll need to take on many side-quests to build your reputation in order to make the allies you need to achieve your goals. Making progress is more than a simple matter of traveling from place to place marked on your map. The main quest itself is very open-ended, at least after the first couple hours or so. It's a satisfying feeling that ought to be a part of any good role-playing game, and it's complimented by a robust system for building skills, giving this game plenty of depth. You'll find enemies that kill you in a single hit, and eventually you'll be able to crush those same foes in seconds.
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This gave you the freedom to go where you wanted, but it eliminated the satisfaction of building up your character in preparation of a long and arduous quest. One of the biggest flaws with Oblivion was the decision to make enemies automatically scale to your level, so that the challenge level stayed fixed. Imagine Steven Wright at a Renaissance Fair, and you'll have a pretty good idea of what to expect. Like many Eastern European-developed games, it has embarrassingly bad voice acting, too. Tired fantasy clichés are flung around like confetti throughout the awkward, Old English dialogue. Players assume the role of a bounty hunter tasked with collecting magic doo-dads integral to stopping the resurrection of an evil god. Even worse, movement will chug when the action gets too hot and heavy, with far too many pauses that are independent of those necessary to load chunks of the world, the latter of which are understandable. There doesn't seem to be any physics simulation, and there are plenty of bugs in the collision detection, so expect to occasionally see people walk through each other or pop through walls. The visuals are rife with awkward, sometimes glitchy animations and objects that just pop in, seemingly from nowhere. But it only takes a few minutes to spot chinks in the armor. For those that like to roam rather than barrel through the adventure, there's a near endless flow of side-quests to take on, and some of these have interesting consequences. Two Worlds seems to have all the basics down, with miles of terrain and bustling cities full of more to do than you'll care to explore. Oblivion wrapped a massive amount of content and overwhelming level of freedom in a package that oozed high-class production value, with an accessibility that helped lure in the console audience that had long eluded computer role-playing games.
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