Jarring as these changes can be, though, a lot of the design choices made in Spelunky 2 have the ultimate effect of making it feel new again, bringing back feelings of overwhelming challenge coupled with thrilling discovery. Spelunky 2 is one of those rare sequels with the confidence to change things in ways that will probably be a bit off-putting to many fans of Spelunky and the 2008 freeware game Spelunky Classic before it. Matthew Olson, USGamer: 4.5/5 - "A classic roguelike returns" It’s already replaced the original Spelunky in my mind’s eye. It’s also beautiful, so much more rich and vibrant than before. The bits that didn’t need fixing are left untouched. ![]() Exploring these possibilities is the new game. New gadgets! Sub-levels full of treasure and shortcuts! Liquids that flow properly if you create a hole in the ground beneath them! Every new thing is useful, perilous, versatile. Spelunky 2 has lots in common with its predecessor, but it’s elevated by loads of new stuff. Tom Bramwell, The Guardian: 4/5 - "Run, jump, and die hilariously" But a sequel? It's lovely to stand on the windy precipice again, knowing, even after 20 hours, 30 hours, that you cannot yet know even a third of the things that await. The first Spelunky is a game of secrets, which means that for the last decade it's been a game without secrets - everything about this world is known and categorised. Any sequel to Spelunky must also be a game about Spelunky - a response to how people played the first game and how the approaches varied and eventually ossified. This is that rare sequel that really evolves its own personality through the careful addition of more stuff - A Lot of Stuff: The Video Game.Īnd it is carefully added. They're just the point at which dozens of systems converge. ![]() ![]() Spelunky 2's levels are so alive that they seem overwhelmingly unstable the first few times you reach them, as if you'd mixed everything from under the kitchen sink together in a jug and lit a sparkler for good measure. Seasoned spelunkers in particular will quickly feel at ease.Ĭhristian Donlan, Eurogamer: Essential - "A legendary game gets a legendary sequel" None of that needed to change, and so Yu has sensibly left well alone. And until you get your hands on a better weapon by either buying or stealing from a shopkeeper, your trusty whip can kill small enemies while stunning and knocking back larger ones. You can throw up climbing ropes to get back up to higher ground or to lower yourself slowly when a drop would be harmful or fatal. Your bombs, as ever, let you make swifter progress through these procedurally-generated levels when the set route to the bottom looks too dangerous. Your run and jump are still reliably precise.
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