Nice followup to Talos 1 core gameplay wise. Kind of misses the point of the first games unique storytelling and pacing by shoving in triple-A game tropes.
Difficulty of puzzles is moderate and doesn't curve upwards much. For most levels each area introduces new mechanics starting from a basic concept instead of them getting cumulatively more difficult. I wish there was more content like the gold puzzles.
Not sure if I like the voiced dialogue & AAA-ish action sequences. I feel like the major strength of Talos 1 is that the game world & text logs are something you discover and take in entirely on your own pace. I thought 2 having character dialogues & cliche sequences shoved in your face from the get-go takes away from that much more than it gives in return. Text terminals & messaging still have some of that old appeal. Though it does get better about the voiced dialogue later on.
World environments are super pretty but I felt like I was running fetchquests using map markers and dialing through voiced dialogue instead of really taking the areas in. That's probably my own fault for rushing through the game.
Music does a great job fitting the puzzles & locations.
I'm hoping for a DLC expansion like Gehenna but it's kind of weird when this game already has a LOT of puzzles. They just hover around the same difficulty. Not sure why when they added an optional mechanic to skip a lot of puzzles if needed.
About the AAA setpieces.. maybe unlike the Institute for Applied Noematics just because you could doesn't mean you should. If there's a cinematic/dialogue sequence that feels forced it makes the game appear more generic. Instead of playing into its unique strengths.
Difficulty of puzzles is moderate and doesn't curve upwards much. For most levels each area introduces new mechanics starting from a basic concept instead of them getting cumulatively more difficult. I wish there was more content like the gold puzzles.
Not sure if I like the voiced dialogue & AAA-ish action sequences. I feel like the major strength of Talos 1 is that the game world & text logs are something you discover and take in entirely on your own pace. I thought 2 having character dialogues & cliche sequences shoved in your face from the get-go takes away from that much more than it gives in return. Text terminals & messaging still have some of that old appeal. Though it does get better about the voiced dialogue later on.
World environments are super pretty but I felt like I was running fetchquests using map markers and dialing through voiced dialogue instead of really taking the areas in. That's probably my own fault for rushing through the game.
Music does a great job fitting the puzzles & locations.
I'm hoping for a DLC expansion like Gehenna but it's kind of weird when this game already has a LOT of puzzles. They just hover around the same difficulty. Not sure why when they added an optional mechanic to skip a lot of puzzles if needed.
About the AAA setpieces.. maybe unlike the Institute for Applied Noematics just because you could doesn't mean you should. If there's a cinematic/dialogue sequence that feels forced it makes the game appear more generic. Instead of playing into its unique strengths.