*Facial customization - Most RPGs have that, but tis really not needed as you don`t see a lot of story related cutscene action where your character does something epic. He`s just plainly standing there.

*More free roaming as a dragon - don`t really care, i didn`t enjoy being a dragon as much as i would have if could kill some enemies on the ground. Developers did say it required too much memory.

*Manual blocking - This would have benefited the game a lot. More tactical approach to enemies instead of just jumping into pile of most enemies and casting Fireball and/or Firewall or some AoE spell.

*Respawning animals - you mean enemies? Yes that would have been nice, but then again, it`d ruin the game.

*A more bigger world with no area transition and loading screens - The maps are already huge, imagine the memory it`d require to load them. I`d say cut the maps into more transitions and keep the loading times to 10-15 seconds tops.

*Day and night cycles plus weather cycles and companions - That would have added a lot of positive atmosphere to the game. The would would have felt more lively if so.

*Ability to dye armour - pointless. DEMONS in Two Worlds 2 is the way to go if you want to customize armors.

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And here`s something from me;

*Choices and Consequences - Divine Divinity had it almost right with the reputation system, Did some bad things(attacked someone, stole items while people were watching) - people hate you and attack you, did some good stuff - merchants and people love you and give you discounts. But there`s more to it than just doing deeds. Quests that require the player to make morale choices that influence the game somehow. For example, not just the now old quest of the Smith, farmer and his wife in the beginning of the game, it matters not what you chose to do, you only lose one merchant if you do the evil deed. But something more critical - Like even having a choice to not become the Dragon in the first place and chase Talana until the very end until you find out about what`s really going on. It`d be the same as seperating the game in two branches that lead to the same end, but it would actually give the game more replayability. And instead of just branching the main plot in two, branch the two main branches into even more branches, where to advance you have to complete one of the 2 first chapters and then depending on which chapter 1 ending you chose - choose one of the many Chapter 2 endings to advance to chapter 3 and so on. This is basically the concept that Obsidian had with Alpha Protocol.
Even if chopping the game up into so many pieces would gradually reduce the time you spend playing the game, it would also increase the replay value, or if you`re hardcore - branch the game plot without droping the game time.

*Ingame time - This is something from Fallout. The first two games had a specific time period to complete the main quest, If you failed to do that it`s game over, the evil guys win. Wouldn`t it make sense if you had a certain amount of time until Damian arrives with his fortresses? And when that time comes the game engages the end game sequence.

*Older enemies and characters - This was mentioned before, it seems like you killed off a lot of the old memorable characters from DD and BD - Seth, Jake. Orcs have gone missing, elves and dwarfs - died out. I don`t really know story wise, just how much time has passed by since DD till D2ED?
Makes no sense to me..

*Reduce the humor - This i say because no matter how much i wanted to feel serious about the game, it just threw a lot of jokes and weirdness toward me, which ruined the mood. Prolly the game was made for a younger audience, but really, kids don`t like jolly stuff. Kids wan`t some really sad, depressing, hardcore stuff.

Character design - It honestly felt really cheap. Just use what DD had, add some upgrades to that. I`ve nothing really to add.


...........................::ALIVE::..........................

DeviRyuuD(Myojinoir) Reviews here