Fixed one of the sound channels that wasn't being affected by the in-game Sound volume. When falling off the stage with a shield orb present, you'd respawn with permanent invincibility. To crouch down, you must now be only holding Down and not Left or Right at the same time. You can now hold Down to ignore hanging bars. It's now possible to buffer your jump if you press the Jump button up to two frames before you hit the ground. Increased the amount of momentum that's kept when falling onto a steep slope from 50% to 84%, the same as in FP1. I'm not going to go story elitist by saying that because I don't think it's binary and actually overrated, but in this context, some visual implications would've helped add to the impact of the story.- Attempted a fix for the game running too fast on monitors with a refresh rate higher than 60hz. I think I recall seeing a Youtube video where someone complained about Freedom Planet 1 breaking the "Show don't tell" rule, but going off that logic, Freedom Planet 2 breaks it even harder. Instead it's mostly just text of what happened that I called into question if any of these "dark truths" even happened the way they did until I listened to the entry log recordings that explained the user's perspective of the events. I'm not saying to make a flashback and see it all explicitly happen, but I feel like carvings and drawings would at least go a bit of ways and I think they have a few opportunities on that front while the heroes were at Parusa. I think my concern with this is that we aren't really visually shown in any capacity what happened. We're talking about dark truths that ancestors do not want the future to know. While there weren't any visually shocking events on that caliber which to be fair is because Brevon is not present, there were some notably dramatic themes that expand on the world and what we know about Avalice's lore. And the story still retains its dramatic edge which I was initially concerned it would kinda lose in response to people's reaction to how dark the original game got. I busted out laughing watching Carol zooming out of the magister halls, Serpentine and Aaa's argument in the Zulon Jungle, and Carol annoying her sister. It has a much better pace where cutscenes don't usually go on for a long time, and the ones that do, like the 12 minute series of cutscenes was placed in the beginning of the game's second half instead of being as early as after clearing the 2nd stage and by that point the game expects you to get invested enough in the characters to appreciate a moment to slow down and reflect. The story, meanwhile, I had to think about it and I'll admit, I enjoyed it and from a technical standpoint, it's definitely a better story than its predecessor. It still made me enjoy it and that speaks highly of it in my opinion. Overall score 7/10 score is slightly lower since it is the stage based type. I am pretty satisfied may come back one day. You can play all the charakters and there is a potential true ending but i dont have the patience for that. Last boss was good with maaany stages but they gave some checkpoints to not make it disgustinly hard. The last few stages had some neat tricks and the green teleporter gimmic was amazing while being a bit confusing. Some were a little tedious as i was expecting the game to end soon. The last jumping section of the laval level was fucked, that shit had me frustrated as hell.Īround the end airship stages were very frustrating and had to redo 3 times because of a bugĮnding was a lot of bosses but also cool stages, most of them were really good. Visuals are very nice, and the music is catchy. It took some time to get going however, the earlier stages had some lesser incentives that almost turned me away. Also the majority of the bosses are really good. And in general i am usually not a huge fan of stage based progression. Fun platformer, stages can become clusterfucks at times and i am not a huge fan of that.
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