Character models themselves are peppered with detail, with every piece of armor having its own model and texturing. It is easy to gauge how powerful a humanoid enemy is just by looking at how well equipped they are, and you can rest assured that a bandit wearing leather armor is much easier to down in combat than one decked out with spiked armor that looks a few inches thick. The landscapes look natural with procedurally generated bushes and tufts of grass and tall trees that cast accurate shadows onto the characters and beasts below. The only awkward issue is the sudden draw-in of shadows, such as the case when you can only see half of an objects shadow and only the rest as you move closer.
A large amount of voiceover work tries to bring the characters of Two Worlds to life, but in execution many of the voice acting in the game is either dull or cheesy. When speaking to NPCs you almost always get the same generic question choices and responses, with the only decent voice work seeming to come from quest NPCs and the main character. Even still, many of the lines that come from the main characters mouth seem more in place in a game like Duke Nukem than for a fantasy RPG and come off as overly clichéd. The musical score absolutely shines however, with beautiful orchestral pieces dotting the game’s various times of day and situations, topped off with a title theme with not only good vocals but a talented vocalist.
The issue remains that the game as a whole seems unfinished, with combat that can only be described as woeful and a variety of small issues that add up rather quickly against the overall enjoyment of the title. If the game had spent more time in the oven some of its issues might have been worked out. As it stands though Two Worlds is destined to be yet another title that simply couldn’t grow into its ambitions and was released before its prime.