Long before I decided to become a reviewer, I used to jot down brief thoughts on the games I was playing in order to capture my feelings at the moment of completion for personal archival purposes. Since then, I’ve of course evolved my craft into full-fledged write-ups, but I do think there is enough merit to some of these earlier critiques to warrant their publication, especially for titles I do not intend on replaying (in the near future at least). I’ve thrown in some updates, but this is one of them.


STORY
-SteamWorld Dig 2 is a direct sequel to SteamWorld Dig, It follows Dorothy/Dot as she tries to find Rusty following his disappearance at the end of the first game.

-Fen is annoying, and his decision at the end (like with most of the game's emotional beats) comes off as contrived (much like how the ending of the first SWD wasn't sad).


GRAPHICS
-Graphically, it looks the same as the original but with more detailing and texturing. Not a huge difference, but it is noticeable and gives the game greater flare.


GAMEPLAY
-The transport system has been heavily streamlined. There are no more ladders and torches, and you now have access to multiple transport tubes which have to be discovered throughout the area, compared to the first game where you only had 1 and had to buy extras if you wanted to replace the preexisting one.

-Resources are more diverse, and I actually noticed a difference this time around compared to the first game where they all felt jumbled together.

-There are a lot more upgrades this time around. In fact, there are so many that you won't have enough money to buy them all, adding a little bit of strategy to the game. That said, I didn't like that mining was your only method of making money. For a game that puts a lot of effort towards building-up the town of El Machino, the buildings serve no purpose and it consequently would've been cool to have a renovation or task system for the different city inhabitants in order to procure cash beyond excavating.

-There are also cogs you can find (or buy, limited amount) throughout the world, which is far larger than the first Steamworld Dig’s. Cogs are usually found in caves (which serve as "side missions") and can be used to either give bonuses to your machines or Dot herself, such as increasing elemental orbs generated by killed enemies or making your weapons stronger.

-I was mixed on the cave aspect. They have secrets in them, but these secrets are usually discovered through uncovering a hidden pathway rather than solving puzzles (a good puzzle one being the mine cart button one), which wouldn’t be a bad thing were it not for those hidden pathways often having nonsensical locations.

-Completed caves have a green checkmark on them. However, you can only see that when you exit them, meaning you could end up restarting it despite not getting everything.

-The world at times feels too big for its own good. Things get grindy pretty soon, compared to the first where, because it was shorter, it didn't wear out its welcome. I also didn't like how you were forced to start off with the pickax again as it was annoying having to reupgrade Dot. The developers should've done something like Assassin’s Creed Rogue where, even though you had to reupgrade The Morrigan, you began with the charge ram and machine gun from the get-go. Here, Steamworld Dig 2 could've had you start off with the drill to alleviate extraneous farming.

-That's another thing, the drill (my favorite tool from the first game) is replaced with a jackhammer that just isn't as good or cool-looking as its forebearer.

-It was also dumb how, no matter how much you upgraded your armor, you still couldn't survive a falling boulder. Got really annoying, especially when you lose a cut of the game's already limited ores.

--Respawning enemies are tiring, especially those birds that make the irate noise.

-On the plus side, pools this time around last forever, meaning you don't have to worry about draining a source compared to the first game. This might be seen as a bad thing by some players, but it's not like SWD is an inherently strategic series (at least not until the third one).


VERDICT
-Took me about 6-7 hours to beat the story, and while there is a lot of extra stuff via the caves, they, as I said above, lack genuine puzzle elements. There's also no post-game playing, meaning you have to beat everything before doing the final boss, otherwise you'll have to rebeat them at the end.

-However, I didn't end up 100% the game because it just got tiring having to look for every secret. I wish there was a map or tracker you could unlock, because the game really doesn't have good exploratory incentives compared to true Metroidvania titles.

-I did end up putting in a total of 12-13 hours, meaning SteamWorld Dig 2 falls under my cost:gametime ratio formula. That said, because of the grinding, I ultimately had less fun with it than its predecessor, despite the tube and upgrade system improvements.

Reviewed on May 12, 2024


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