Two Worlds

“A janky open-world RPG with a number-go-up obsession, redeemed by a huge world, deep alchemy and a thoroughly enjoyable disregard for its own reputation.”

Two Worlds is a 2007 open-world action RPG from Reality Pump that follows a bounty hunter assembling a legendary relic to free his twin sister. Often written off as the budget Oblivion, the game instead reads as Oblivion and Gothic with a generous helping of isometric ARPG.

The core fantasy is one of number-go-up progression, with damage climbing from tens into thousands and every level unlocking something new. Alchemy sits at the heart of it, letting stacks of ingredients brew into permanent stat boosts that eventually make the hero untouchable.

Lockpicking and pickpocketing are the standout skills, generous enough to lift permanent upgrade stones straight from a merchant’s pocket. The crime system is gloriously lenient, with fines payable at a fraction of their value and no lasting grudge held against the player character.

Combat favours spears for their wide sweeps, while skeletons demand bludgeoning or elemental weapons because slashing passes straight through them. Archers are the most-hated foe, always fleeing and disarming the hero, and magic falls away late as enemies become spongy.

The world of Antaloor is huge, packed with over three hundred quests and a full civil war between the Cara clan and House Skeleton. Seven factions offer competing loyalties, with several quests forcing a genuine either-or choice between guilds.

The archaic dialogue is the biggest flaw, with voice actors stumbling over ‘naves’ and ‘great import’, and the horses control like they have minds of their own. Most dungeons boil down to rooms of skeletons, and an empty-chest bug occasionally blunts the reward of exploration.

Overall, the sheer joy of watching numbers climb and a world this lively make Two Worlds well worth playing. The writing and janky edges are easy to forgive when the game is this much fun.