![]() ![]() chakrams can hit items from range and the hammer can smash metal surfaces. The sword allows you to perform a dash attack which can double as a way to reach certain areas. All three weapons also possess valuable skills in puzzle solving. The highlight for me was the large hammer, but I often found myself reverting back to the trusty sword. Quill will now gain access to two additional weapons as you progress on your journey and each one is both useful in its own way and fun to use. Quill herself remains unchanged, but even four years on from the original game I was still amazed at even her most minor animations. We start in smaller set pieces, much like we saw in the first outing, but as you progress further into the game these areas become more vast and sprawling. Environments are more elaborate and detailed, almost tricking your brain into thinking that you are looking at a diorama in front of you. I spoke about the excellent visuals and animation in the first title, but this has been improved upon in Book II. We also start with a neat recap of the previous adventure, which was welcome given the amount of time between releases. It would be easy for story beats to miss in this format, but it is so unique, quirky and well done that I really enjoyed it again. The narrative is once again driven by the narrator, who reads from the book in front of you. While the first game may have been light on story twists, Book II manages to craft some genuinely moving moments that left me hoping we see a third entry in the future. Quill and her allies are now tasked with gathering the five pieces of glass before her enemies, whose aim is to wreak havoc on the world of Moss. ![]() Moss Book II picks up immediately following the events of the first game. ![]()
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