Not much to say about the second go around the pike. Gunfire Games fleshed out the strengths of their first game: the excellent differentiation between enemy types and the possibilities of their dispatch across arsenals, the sense of mood in each various environment, the ease with which play sessions begin and end by divvying up chunks of game with dungeons designed across many different axes of mechanical possibility, the teasing of 'oh that could be a really cool build' in the many different possibilities of player enterprise - all of these are largely improved and expanded upon to the benefit of the game. However, everything that hampered the design of the first game is magnified and blown up in the exact same proportion as the first because all of the failures of the first are directly tied to the successes. The complete anonymity of combat design is necessary for making replayability a factor; the breadth of archetypal builds denies any serious investment in the possibility of caring about your PC; the mood of the game is fleshed out with some of the most inane and extraneous exposition I've encountered in years; the 'that could work with a cool build' - ness of the loot tables makes much of the exploration worthless, and what's more, near impossible to flesh out accordingly to your playthrough as necessary items may not drop or be able to be found in your iteration of the world.

Ultimately, it's better and worse than the first game. If it were less of a systems task, and less self serious, it would be a fun game to pop in and out of, but it's a bit too much of a capital G game to fulfill that purpose for me.

Reviewed on Jul 31, 2023


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