![]() ![]() Overall, fantastic game that makes the previous game feel like a prototype, in the best way possible. Like, I don't even know what the intended time to do some of what I did even would be, and you know what? That rules. No, the game just has so much freedom in the way you can move about that just wandering and getting creative lets you tackle obstacles in many ways. Not even because I got lost the game has a very solid objective pointer system (which you can turn off at will, by the way). The collectable cogs, roughly equivalent to Metroid's missile tanks, also give you more options for toggleable upgrades, which I'm a big fan of.ĭo you like sequence breaking, by the way? Cuz I got to the final boss, blind, without getting the jet engine. Instead of a weird Doki Doki Panic charge-jump, you get a grappling hook, and holy ♥♥♥♥♥♥♥ is it so fun to use. Like, be honest, how often did you use the pickaxe in Dig 1 after getting the drill? This time around, you get a jackhammer, and it's balanced in a way to keep it useful while not completely replacing the pick. Inside, you will be presented with a small puzzle challenge that seems impossible to beat. In terms of upgrades, this one's so much better. Lime Loop can be found halfway down the long vertical cave thats Yarrow, toward the left wall. ![]() While all that original DNA is still there, it now fully embraces a more Metroid-style structure as a whole, Like, it's genuinely impressive how well it manages to balance them without sacrificing any of the original's aspects, a real "Have your cake and eat it too" situation. Feel whole." gameplay loop from its predecessor, it's no longer the only thing going on. While the game maintains the core "Dig hole. My main takeaway from the first game was "Good concepts, but it needs more in the overall execution to fully make use of them", and this proves me RIGHT. ![]() SteamWorld Dig 2 is quite honestly one of the best sequels I've ever played. ![]()
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