Snape Preview Legacy 2 - Keep
Precision leap, perfect acceleration of pixels, nothing like a perfectly set 2D platform set. The original Legacy Rogue is one of these games. One of my favorite games of this generation and probably the game on which I connected the most hours in total, it has a magic formula that few games have even failed to imitate. It's stimulating but relaxing. Repetitive, but satisfactory. The following version - Snape Legacy 2 - has a lot to do. Even if early access has just been launched, things seem to be organized.
The structure is relatively simple. You are a valiant knight, and there is a castle full of bad guys, treasures and mysteries to conquer. But the castle is not just your burden to wear. See, when you die - and you will do it - your descendants are cursed to have finished the work you started. But the castle to which they attack will not be the one in which you perished. Fortunately you will have a bunch of upgrades, runes and equipment at your disposal to make the task more acceptable.
The ancestry mechanism is perhaps the most interesting ride of the first Legacy rogue. You choose from a handful of randomly generated options, each with a class and quirks. Some see the world in the Game Boy palace, while others are inflamed narcissis that overestimate the amount of damage they inflict. It is often an obstacle, but it's part of the charm of the series. I never put so much pressure so that only one race is the only one, which makes every moment strangely soothing. Of course, there is a frightened action, the skin of your teeth at each street corner, but the stakes are never overwhelming.
It is also a curse, because the meaning of the goal is a necessary ingredient in the games. The first game has succeeded this goal through boss meetings and an enemy difficulty in constant increase. It seems that Rogue Legacy 2 will follow this structure, although the amount of content available for the moment is quite limited. There is only one section of the castle to see, for example. Yet some mechanical changes should make this more diversified suite than the original. The airline board is now a permanent unlockable, taking no room in your load, while a new air rotation movement allows you to bounce back on the lanterns like the messenger. At the same time in the crossing, and although the balance is good now, I fear that adding too many things does not make things unnecessarily complicated. The added button to recover damage is a steering wheel without which I could live. For me, the beauty of Rogue Legacy was to extend the very few options you had well beyond their goal.
Things look like and feel a lot like in the previous game, but with all an additional polishing schwack. Environments and characters are infinitely more detailed here and interact with the environment in a much more credible way. Fortunately, developers have resisted any changes to the game management. The precision is almost Mega Man-esque. Even new additions like the Ranger class fit well and feel good.
Where I fight, it's with progression. A constant sense of progression is a little what pushed me back to Rogue Legacy and to be in anticipated access... Snape Legacy 2 does not have the same depth of content to explore. Not yet. This may be a complaint of anticipated access other than anything else. Although the content is lightweight, there is a lot to love in Snape Legacy 2. It keeps all the best parts of the original game while adding enough novelty to give the impression that it's his own thing. The question now is to know what the rest of the development looks like? What is the plan for version 1.0? We will have to wait to know it, but I know I will regularly check this one.
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