The sequel’s killer feature though, is the ambitious improvements it aims to make to its procedurally generated levels. Plus, now there’s dozens of exciting new ways to fall to your death – something I was apparently fond of doing. Jumping around and climbing makes exploration and engaging the bad guys a lot more interesting, since clever use of verticality and putting gaps between you and your enemy allow for some fun moments. Now it only applies during combat, meaning you don’t have to worry about getting arbitrarily slowed down every few seconds when exploring the world. Moving around has also been reworked, as jumping between gaps is now possible – and my prayers have been answered regarding the first game’s most annoying feature: the stamina meter. For example, I fought one boss called the Mother Mind, a giant plant monster who bombarded me with explosive pollen, and faced only a few floating adds in between damage phases, while in another fight against an enemy called Legion, a dark deity who tried to drive my character insane, I fought off waves of adds while trying to figure out the trick to overcoming the boss’ maddening gaze. Gunfire Games clearly heard the feedback from players loud and clear, and most bosses I took down either made light use of them or made them the primary obstacle while some other puzzle waited to be solved. Boss fights have also been tuned up, especially when it comes to the first game’s irritating overuse of adds during them.
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