10 GENIUS Concepts Wasted On Buggy Video Games

7. Two Worlds

Friday the 13th the Game
TopWare Interactive

Eager to get to the sweet, delicious, money-saturated underbelly exposed by The Elder Scrolls Oblivion (and later, Skyrim), Two Worlds attempted to join the pantheon of outrageously-popular fantasy open-world WRPGs, and failed pretty miserably.

Whilst on paper it shares a lot with its Bethesda cousins, in practice it’s far more noticeable why the game suffered. Despite its unique concept of having no traditional linear narrative (with the tagline “write your own story”), Two Worlds’ cracks all start to appear when you realise how enormously broken the entire experience is (with some experience-wreckers being intentional, others not so much).

On my first ever play through, I completed a late-level quest without fulfilling the objective criteria. I also, inexplicably, went invisible and didn’t become visible again until I reloaded my earlier save. And, though I didn’t do it myself, you can actually kill the end boss within minutes of starting the game.

Though it’s a neat idea to keep your narrative and connected gameplay non-linear, this means the flaws become fractal - a duplication bug becomes a damage-stacking bug, which then becomes a permanent stats-boosting bug.

Ironically... the bugs, unlike the story... can never end.

Contributor
Contributor

Hiya, you lot! I'm Tommy, a 39-year-old game developer from Scotland - I live on the East coast in an adorable beachside village. I've worked on Need for Speed, Cake Bash, Tom Clancy's The Division, Driver San Francisco, Viva Pinata: Trouble in Paradise, Kameo 2 and much more. I enjoy a pun and, of course, suffer fools gladly! Join me on Twitter at @TotoMimoTweets for more opinion diarrhoea.