![]() Then you’re running again, and you learn some other things, and you’re transported out of the dungeon to freedom! Hooray! The game lets you pace back and forth (but I rather enjoy spinning endlessly in a circle) while your character spits out muffled, gravel-voiced dialogue (think JC Denton in Deus Ex, not in a good way) while flailing his arms around in a manner befitting Stan from Monkey Island. Every five seconds of running down a corridor, the game stops, the music cuts and the camera pulls in close to go into “dialogue mode” where an NPC interacts with you. Luckily, the usually human-hating Orcs come and break you out of your chains and lead your escape, which starts your tutorial of sorts. ![]() Evil and take over the world of Antaloor. He’s stealing your sister’s mojo so he can become even more Dr. the player) tried to save his sister and got captured by this evil dude named Gandohar. The intro cinematic explains that in the last game the hero (i.e. ![]() You’re a dude, dude, and a rather bland looking one at that. No female Shepard or playing as a giant lizard in this one. Then I was asked to customize my character with a limited selection of hair, skin and facial options, and other “in-depth” customizations that were indiscernible due to the zoom level being pulled too far back to truly notice. Plus, my settings had to be altered on my 720p HDTV to make the inventory not get cut off on the side of the screen (Settings>Graphics>”Use safe area in interface”). Prepare for adventure! Yes, there’s a cinematic that plays if you don’t press anything, but still, that’s one boring menu screen. The main menu screen is your customizable character standing in a grand room. Two Worlds II makes a lousy first impression.
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