When first announced it looked the part to not only rival but seriously challenge the defending champion at the time; Bethesda's Oblivion. Critics disagreed.
The developer admits that trying to incorporate so many ideas they had was a pit fall mistake and parts became "underdeveloped."
"Two Worlds was not only the first role-playing game we created as a company, but also our first console game, so we've learned a lot in the process," says the developer.
"The main lesson we learned is to be more realistic with our goals. With the original idea, we were all so excited to be working on an RPG that we tried to fit in every idea we had, even the ones that came late in the process."
A lesson learnt the hard way. The game was dogged with numerous issues with the poor horse taking a lot of the fan beatings for incredibly frustrating controls and behaviour. Other issues at the time were being able to continually 'stack' items meaning you could gather together the trashiest piece of trash swords - but get enough and you could wield near unstoppable power.
Obviously this lead to some balancing issues and Reality Pump were working to fix the problems with numerous patch releases. The console version was delayed presumably to address the gaping problems fans were bringing to light.
They say they've learnt from these kinds of mistakes and will be refining their RPG to deliver a more whole experience.
"With The Temptation, we clearly delineated the game's components at the start, and we're sticking to this target so the end result will be a more finely polished game," they pledge.
Two Worlds: The Temptation will be arriving on both the PC and Xbox360 this autumn.