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All the impressive lighting tech in Two Worlds II can't save the horror-show of watching character heads move in physically impossible ways while their mouths move like marionette dummies. My horse's legs looked like they bent to the sides, my character swung his sword like an old woman swinging a squash racket, and enemy attack patterns looked like stop-motion animation using He-man figures from the '80s. The only thing more awkward than having an orc thief's rack on one side and a prophet's dirty pillows at eye level on the other is Two Worlds II's animation. Two Worlds II's look is confused, when it isn't pandering with random instances of female characters with their breasts hanging out for no apparent reason. The poor art design is also immediately apparent - it's like Reality Pump took all of the fantasy trappings they could think of and dumped them into a wood chipper and pointed it at their character models and environments. From the title screen itself, it's clear that developer Reality Pump has strong tech running behind Two Worlds II, with great lighting, sharp textures, real reflections, and more. Of course there is nothing stopping two or three players duking it out on a larger board, you have the choice.Two Worlds II starts off on uneven fantasy action-RPG ground. The box boasts two duel-sided boards, one for two or three player games and the other for four and five player games – so this game scales great between two and five players seamlessly. As with many area control,fighting games there are plenty of strategies and tactics in here, but it's light enough to be understandable and engaging to younger or less experienced players. How these Powers and Races interact drastically change the flow of the game, and will appeal to players of different gaming styles.īecause of all the different playing styles potentially available, the beautiful cartoon artwork, from Miguel Coimbra, the light-hearted nature and the very simple rules ensure this is a very easy game to pick-up-and-play. For example: Dragon – you have a pet dragon to help you conquer new Regions or Fortresses, which allows you to build fortresses to increase your defensive value and so on. The variety and differences between the Races alone is great Humans get extra Victory Coins for every Farmland Territory they occupy, Orcs get extra Coins the more fighting they do whilst Halflings have impenetrable burrows or “Halfling Holes.” They also don’t have to start at the board's edge either - which is very handy for surprise attacks.
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Easy, and maybe so far not sounding too exciting, but wait, I haven’t told you about the Race Abilities or Special Powers. At the end of your turn you’ll receive Victory Coins for each Region you control. An empty Region will cost you two tokens, a mountain will cost you three and so on. These are all represented by other little cardboard Tokens. To enter a Region you’ll have to deploy a base cost of two of your troops (your supply of beautifully illustrated Race Tokens) for every existing troop, defence or obstacle present on that Region.
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Proof you say? Okay, I have two words for you: Commando Halflings. Small World is a fast paced, light-weight and light-hearted strategy game with immense replay-ability, especially with the many, many expansions, and above all else this is quite simply fun. Then you start all over again, with another special-powered fantasy race, smashing through your opponents defences to claim their lands and maybe trampling your own previous, now almost extinct race. Small World is a game of area control, where you’ll ride high as one of many special-powered fantasy races, building up your dominion over the fracture land until you overreach and are forced to decline and resign your race to the annals of history.
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