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Moved the Continuity Lockout example from the main page.


* AccidentalInnuendo: The evil force is called ''The Taint''. It is no doubt in reference to something becoming tainted, in other words corrupted, but when it is just "taint" most people are going to be thinking something quite different

to:

* AccidentalInnuendo: The evil force is called ''The Taint''. It is no doubt in reference to something becoming tainted, in other words corrupted, but when it is just "taint" most people are going to be thinking something quite differentdifferent.



* ClicheStorm:
** The sequel tries to shake this up by making the orcs {{Noble Demon}}s, but even the characters you meet are just standard fantasy archetypes with green skin.
** Another, somewhat more successful try to do something about that is the New Ashos University in ''Two Worlds II''.

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* %%* ClicheStorm:
** %%** The sequel tries to shake this up by making the orcs {{Noble Demon}}s, but even the characters you meet are just standard fantasy archetypes with green skin.
** %%** Another, somewhat more successful try to do something about that is the New Ashos University in ''Two Worlds II''.II''.
* ContinuityLockout: There is little to no in-game information about who's who and who stands for what in the second game. Even the manual provides only a very brief and vague synopsis. On the other hand, the vast overwhelming conflict of Orcs versus Humans is pretty much shoved to the background as the story explains it.



** Ignoring the obvious ones from the first, the second game allows you to attack certain bosses from a distance with a bow...before you activate the trigger that makes them able to do anything but stand there. While killing them breaks the quest, it's possible to sit just out of range and chip them to near death, only triggering their AI (and thus make the game register you fought the boss) when they're one hit away from death.

to:

** Ignoring the obvious ones from the first, the second game allows you to attack certain bosses from a distance with a bow... before you activate the trigger that makes them able to do anything but stand there. While killing them breaks the quest, it's possible to sit just out of range and chip them to near death, only triggering their AI (and thus make the game register you fought the boss) when they're one hit away from death.



* {{Narm}}: The French dub of the second game is ''very'' hard to take seriously due to its sub-par voice acting, sentences frequently getting cut abruptly and some rather... ''Poor'' choices of vocabulary. How poor ? Some undead ennemies are named "nècres". It sounds almost ''exactly'' like "nègres", which is French for ''the N-word''.

to:

* {{Narm}}: {{Narm}}:
**
The French dub of the second game is ''very'' hard to take seriously due to its sub-par voice acting, sentences frequently getting cut abruptly and some rather... ''Poor'' ''poor'' choices of vocabulary. How poor ? poor? Some undead ennemies enemies are named "nècres". It sounds almost ''exactly'' like "nègres", which is French for ''the N-word''.



* SurprisinglyImprovedSequel: While it has its flaws (most infamously its [[AbortedArc rushed ending]]), Two Worlds II is a '''big''' improvement over the first one. [[https://www.youtube.com/watch?v=r4jK9uZDvs0 One review]] tellingly doubles its score, as a huge expansion of content adds to its RPG appeal.

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* SurprisinglyImprovedSequel: While it has its flaws (most infamously its [[AbortedArc rushed ending]]), Two ''Two Worlds II II'' is a '''big''' improvement over the first one. [[https://www.youtube.com/watch?v=r4jK9uZDvs0 One review]] tellingly doubles its score, as a huge expansion of content adds to its RPG appeal.
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Actual trope, not YMMV, moving to main page.


* GuideDangIt: The labyrinths in the second game. They all look identical, with the same 2-3 wall/floor/ceiling textures repeating everywhere, with no unique markings to get your bearings, no map to slowly uncover the fog of war from like other caves/dungeons, and you no way to mark your own path. They're also pitch black aprt from the final rooms and the entrances. The first few are simple enough that you could charge blindly and still reach your destination. But they get bigger and more complex with each one, and by the end of the quest chain you'll find yourself in a [[https://guides.gamepressure.com/twoworldsii/gfx/word/-668174875.jpg MASSIVE labyrinth]] filled with dead ends and so many split paths that the "hug one side" trick will end up leading you in circles.

Added: 195

Changed: 176

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* AccidentalInnuendo: The evil force is called ''The Taint''.

to:

* AccidentalInnuendo: The evil force is called ''The Taint''. It is no doubt in reference to something becoming tainted, in other words corrupted, but when it is just "taint" most people are going to be thinking something quite different


Added DiffLines:

* SoOkayItsAverage: The second game. It is a ''big'' improvement over the first, but still gets held back by a lackluster story with flat characters, drab graphics, and uninspired game mechanics.
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** The first game has its detractors, but the entire soundtrack by Harold Faltermeyer is unbelievably epic. The title theme alone is worth a few listens.

to:

** The first game has its detractors, but the entire soundtrack by Harold Faltermeyer (of ''Film/BeverlyHillsCop'' and ''Film/TopGun'' fame) is unbelievably epic. The title theme alone is worth a few listens.
Is there an issue? Send a MessageReason:
None


** The first game has its detractors, but the entire soundtrack is unbelievably epic. The title theme alone is worth a few listens.

to:

** The first game has its detractors, but the entire soundtrack by Harold Faltermeyer is unbelievably epic. The title theme alone is worth a few listens.
Is there an issue? Send a MessageReason:
None


* GuideDangIt: The labyrinths in the second game. They all look identical, with the same 2-3 wall/floor/ceiling textures repeating everywhere, with no unique markings to get your bearings, no map to slowly uncover the fog of war from like other caves/dungeons, and you no way to mark your own path. They're also pitch black aprt from the final rooms and the entrances. The first few are simple enough that you could charge blindly and still reach your destination. But they get bigger and more complex with each one, and by the end of the quest chain you'll find yourself in a [[https://guides.gamepressure.com/twoworldsii/gfx/word/-668174890.jpg MASSIVE labyrinth]] filled with dead ends and so many split paths that the "hug one side" trick will end up leading you in circles.

to:

* GuideDangIt: The labyrinths in the second game. They all look identical, with the same 2-3 wall/floor/ceiling textures repeating everywhere, with no unique markings to get your bearings, no map to slowly uncover the fog of war from like other caves/dungeons, and you no way to mark your own path. They're also pitch black aprt from the final rooms and the entrances. The first few are simple enough that you could charge blindly and still reach your destination. But they get bigger and more complex with each one, and by the end of the quest chain you'll find yourself in a [[https://guides.gamepressure.com/twoworldsii/gfx/word/-668174890.com/twoworldsii/gfx/word/-668174875.jpg MASSIVE labyrinth]] filled with dead ends and so many split paths that the "hug one side" trick will end up leading you in circles.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GuideDangIt: The labyrinths in the second game. They all look identical, with the same 2-3 wall/floor/ceiling textures repeating everywhere, with no unique markings to get your bearings, no map to slowly uncover the fog of war from like other caves/dungeons, and you no way to mark your own path. They're also pitch black aprt from the final rooms and the entrances. The first few are simple enough that you could charge blindly and still reach your destination. But they get bigger and more complex with each one, and by the end of the quest chain you'll find yourself in a [[https://guides.gamepressure.com/twoworldsii/gfx/word/-668174890.jpg MASSIVE labyrinth]] filled with dead ends and so many split paths that the "hug one side" trick will end up leading you in circles.
Is there an issue? Send a MessageReason:
None


** Remember how badly alchemy broke ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''? Now imagine if those stat boosts were permanent. It's possible to kill the final boss in two hits with a properly powered-up character in the first game.

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** Remember how badly alchemy broke ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''? Now imagine if those stat boosts were permanent. It's possible to kill the final boss [[FinalBoss Gandohar]] in two hits with a properly powered-up character in the first game.
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None

Added DiffLines:

** It's very hard to take the game seriously when the main evil force is called [[AccidentalInnuendo The Taint]].
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None


* Narm: The French dub of the second game is ''very'' hard to take seriously due to its sub-par voice acting, sentences frequently getting cut abruptly and some rather... ''Poor'' choices of vocabulary. How poor ? Some undead ennemies are named "nècres". It sounds almost ''exactly'' like "nègres", which is French for ''the N-word''.

to:

* Narm: {{Narm}}: The French dub of the second game is ''very'' hard to take seriously due to its sub-par voice acting, sentences frequently getting cut abruptly and some rather... ''Poor'' choices of vocabulary. How poor ? Some undead ennemies are named "nècres". It sounds almost ''exactly'' like "nègres", which is French for ''the N-word''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Narm: The French dub of the second game is ''very'' hard to take seriously due to its sub-par voice acting, sentences frequently getting cut abruptly and some rather... ''Poor'' choices of vocabulary. How poor ? Some undead ennemies are named "nècres". It sounds almost ''exactly'' like "nègres", which is French for ''the N-word''.
Is there an issue? Send a MessageReason:
None


** Just the dialogue and character models in the second. For example, the ''Ghostbusters'' reference (...Are you a god?) on the main page's ShoutOut section takes place in the middle of a semi-serious guild plotline. In general, the protagonist's snark diffuses a lot of the more cliche quests.
* PortingDisaster: ''Two Worlds'' was obviously meant to be a PC game. The Xbox 360 version has inferior graphics, an almost-unusable user interface, and [[ObviousBeta more bugs than you can shake a can of RAID at.]] The second game has some bizarre mix of console and PC disadvantages in the user interface, such as being unable to select some (minor but very noticable) things with the mouse but otherwise retaining an obvious leaning towards PC functionality.

to:

** Just the dialogue and character models in the second. For example, the ''Ghostbusters'' reference (...Are you a god?) on the main page's ShoutOut section takes place in the middle of a semi-serious guild plotline. In general, the protagonist's snark diffuses defuses a lot of the more cliche quests.
* PortingDisaster: ''Two Worlds'' was obviously meant to be a PC game. The Xbox 360 version has inferior graphics, an almost-unusable user interface, and [[ObviousBeta more bugs than you can shake a can of RAID Raid at.]] The second game has some bizarre mix of console and PC disadvantages in the user interface, such as being unable to select some (minor but very noticable) noticeable) things with the mouse but otherwise retaining an obvious leaning towards PC functionality.



* TheyWastedAPerfectlyGoodPlot: The first part takes place in Northern Antaloor, which was just recently shaken by a bunch of sleezy jerkasses who took control of the region via political intrigue and imposed a bunch of laws the populace hates. The main quest of that area involves a lot of political intrigue and the like that could have been fleshed out and given more overall depth. In the South, there's a lot of tension and concern over the invading Orc armies, and in fact when you get to the capital city of Cathalon, you can see siege machines being set up across the river by Orcs. Once again, the epic potential of this stock Fantasy trope is epically wasted because, all in all, you don't really even do too much to help end the war.

to:

* TheyWastedAPerfectlyGoodPlot: The first part takes place in Northern Antaloor, which was just recently shaken by a bunch of sleezy sleazy jerkasses who took control of the region via political intrigue and imposed a bunch of laws the populace hates. The main quest of that area involves a lot of political intrigue and the like that could have been fleshed out and given more overall depth. In the South, there's a lot of tension and concern over the invading Orc armies, and in fact when you get to the capital city of Cathalon, you can see siege machines being set up across the river by Orcs. Once again, the epic potential of this stock Fantasy fantasy trope is epically wasted because, all in all, you don't really even do too much to help end the war.
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General cleanup. Zero Context Example on MM.


!!This series provides examples of:

to:

!!This VideoGame series provides examples of:



** The first game has it's detractors, but the entire soundtrack is unbelievably epic. The title theme alone is worth a few listens.

to:

** The first game has it's its detractors, but the entire soundtrack is unbelievably epic. The title theme alone is worth a few listens.



** Another, somewhat more successful try to do something about that is the New Ashos University in TW2.

to:

** Another, somewhat more successful try to do something about that is the New Ashos University in TW2.''Two Worlds II''.



** Permanent stat bonuses are removed in the second game, but some of the most inventive aspects of the alchemy/spell system result in overpowered mechanics. For example, a character will usually accumulate enough materials to concoct 10 potions to resurrect them upon death-- and if that's not enough, resurrection exists in spell form.
*** One of the weaknesses of the "mage" archetypal character is that missile spells don't stunlock enemies like melee weapons (and, to a lesser extent, ranged weapons) do. While melee characters usually have an easy time one-on-one, mages must result to kiting... until they figure out that they can combine a missile with an area-effect that blinds opponents, resulting in an even longer stun than expected for ''most'' enemies, though those who are immune suddenly become DemonicSpiders in comparison.
*** Missile spells are affected by the spray modifier, turning one projectile into many. Not only does this resulting in a shotgun effect where adventurous mages will aim to inflict triple or more damage by attacking upclose, but the fact that missiles can be combined with another carrier card can resulting in a mage instantly summon numerous minions that surround enemies and stop them from being a threat.
*** Part of the danger of the Swamps in the third chapter is because of how little walking room there is, resulting in characters being surrounded by the flying Vespines or the undead who are able to wade through the deep water. Introducing the water-walking ability, in both spell and alchemy form...

to:

** Permanent stat bonuses are removed in the second game, but some of the most inventive aspects of the alchemy/spell system result in overpowered mechanics. For example, a character will usually accumulate enough materials to concoct 10 potions to resurrect them upon death-- death by the end of the game, and if that's not enough, resurrection exists in spell form.
*** One of the weaknesses of the "mage" archetypal character is that missile spells don't stunlock enemies like melee weapons (and, to a lesser extent, ranged weapons) do. While melee characters usually have an easy time one-on-one, mages must result resort to kiting... until they figure out that they can combine a missile with an area-effect that blinds opponents, resulting in an even longer stun than expected for ''most'' enemies, though those enemies. Those who are immune suddenly become DemonicSpiders in comparison.
*** Missile spells are affected by the spray modifier, turning one projectile into many. Not only does this resulting in a shotgun effect where adventurous mages will aim to inflict triple or more damage by attacking upclose, up close, but the fact that missiles can be combined with another carrier card can resulting in a mage instantly summon numerous minions as an aftereffect of the missile that will surround enemies and stop them from being a threat.
*** Part of the danger of the Swamps in the third chapter is because of how little walking room there is, resulting in characters being surrounded by the flying Vespines or the undead who are able to wade through the deep water. Introducing the water-walking ability, in both spell and alchemy form...form, to turn the swamps into a flat plane.



*** Summoning in the second game. In the first game it was overpriced and weak; but in the second, you can easily swamp the enemy with hordes of instantly-summoned, incredibly-tough giant scorpions or viciously fast stunlocking skeletons, and can rapidly resummon any that get killed.

to:

*** Summoning in the second game. game thanks to the magic card system. In the first game it was overpriced and weak; weak, but in the second, you can easily swamp the enemy with hordes of instantly-summoned, incredibly-tough giant scorpions or viciously fast stunlocking skeletons, and can rapidly resummon any that get killed.killed thanks to summoning multiple at a time.



* MemeticMolester: Lucius Darx

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* %% MemeticMolester: Lucius Darx

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* SugarWiki/AwesomeMusic:
** The first game has it's detractors, but the entire soundtrack is unbelievably epic. The title theme alone is worth a few listens.
** Another example: [[https://www.youtube.com/watch?v=4giPAAMcH5g Opala]].



* CrowningMusicOfAwesome:
** The first game has it's detractors, but the entire soundtrack is unbelievably epic. The title theme alone is worth a few listens.
** Another example: [[https://www.youtube.com/watch?v=4giPAAMcH5g Opala]].
Is there an issue? Send a MessageReason:
None


** Just the dialogue and character models in the second. For example, the ghost busters reference (...Are you a god?) on the main page's ShoutOut section takes place in the middle of a semi-serious guild plotline. In general, the protagonist's snark diffuses a lot of the more cliche quests.

to:

** Just the dialogue and character models in the second. For example, the ghost busters ''Ghostbusters'' reference (...Are you a god?) on the main page's ShoutOut section takes place in the middle of a semi-serious guild plotline. In general, the protagonist's snark diffuses a lot of the more cliche quests.
Is there an issue? Send a MessageReason:


* JerkSue: The first game's protagonist is ''incredibly'' arrogant, but everyone responds to him with respect or praise rather than the irritation one would expect. And he never does get called out on causing the massacre of an entire city to further his own goals.
** On the other hand, he does have his moments of doing some missions simply because he wants to and not because he's a greedy prick, and by the second game, he's far more likable, partially because most of the stuff he did in the first game came back to epically bite him in the ass, and partially because they made him a DeadpanSnarker.

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