La-Mulana 2 reviews

Translated by
Microsoft from French
Note: I played the game on the day of its release and suffered some problems that are hopefully corrected. I'm currently playing back in hard mode to check... The Mulana 2 is heavily based on what has built the 1, but it is not necessary to play 1 to have the ability to solve all the puzzles (whatever it may help to sharpen on some elements at times) it is still advisable to play a u first (leaving to paste the freeware version) to understand the additions "quality of life" that have been put in this sequel. Gameplay: one finds the daughter of the first protagonist, more agile than this one because she at least she can go the other way in the middle of a jump, and she can catch or let go the ladders to any place. Crouching and crawling is now an option, and the magic word system comes back much earlier. All this develops much better the freedom of gameplay, but this one is braked to some degree according to your skill to solve twisted puzzles. The puzzles: as in the 1, the watchword is to read everything, to consider everything as a clue (except the kikous messages of KickStarter backers), to note the names of each room, and to have a global idea of the layout of the total map. Some puzzles have completely passed me by the head and when it came back on my face I only had to blamer, you have to be attentive, for God's sake. (good times, it was loss of Japanese translations-> English, pity!) The ultimate interest of such a game is to be able to complete it without the "Guide 100% for the impatient or desperate" in hand. No, but not as much as not playing the game. The bosses (and mini bosses): this is for me the only black point of the game. The difficulty is not balanced enough for the bosses. (mini) On the first boss, we realize how precise it is to be accurate in the attacks and the discovery of a SAFESPOT greatly decreases the difficulty. the second is quite suitable. the third can push you into the void in random mode, GG EZ. the 4th moves in all directions (and it makes the size of the screen, good luck to avoid it) the MINIBOSS called Fenrir is ultra hardcore, and it's a shame that he was not nerve, serious why he has as much PV behind a "shield" that comes back pretty quickly When you break it and that to touch the weak point without Bobos you have to make a platform trick of the impossible every time you have to wear 1 shot? Also impossible to use secondary weapons "because lol is cheap". (in addition it respawnait after, but it was a bug, grmpf) The progression. In the 1, we could visit 4 zones from the start, and even have enough to fight the first 4 bosses in any order, or even kill the first boss last if you want. Here, we are a little more guided by the hand: it is obligatory to hunt the 1st boss in 1st (even if we explode the MINIBOSS Dragon before and that we venture into a very risky zone in early game, there is always a lock well placed somewhere to say "Hey , will kill the first boss, and we'll talk again ") idem for the 2nd, although access to the areas extends much more. The problem is that when you miss a little bit of a puzzle that gives you the key object you need, it's a bit annoying, but it's the game. And keep noting the clues. At least, I would say (without spoil) that the puzzle of the endgame is much better brought in relation to the 1, this moment or "everything fits" and the final boss is handy. (in the 1 it was just symbolism and you had to cheat the maps in every way, ERF) In the end it's a positive experience without I had to do to lags (Unity has made people suffer, attention) avoid playing it on a low-end laptop what. Some puzzles can make you squeet, but if you stop the game and it makes you work unconsciously at night so that the next day you find, this is where the game would succeed the most: in the evolution of the knowledge of the puzzles.
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