WCCFTech:
Outside of the new jetpack mechanics which improve world traversal quite a bit, ELEX II doesn't feel a whole lot different than its predecessor, although things do look and feel smoother. Combat is still on the simple side of things, a basic action combat system with Stamina mechanics, but even then, the weapon variety seems to be on point, as the game features both short-range and long-range weapons, and the weapon of choice influences how players should approach the many enemies on their path, ranging from beasts to members of other factions and more. A robust skill tree system will also allow players to build their character around their weapon of choice, so the final game will definitely not disappoint when it comes to customization options.
Rock Paper Shotgun:
But the thing is... although I spent a lot of time raging at this game and reloading (the ratio of hours actually spent in the preview vs. hours logged according to my save file is currently about 3:1, I reckon), the first time I managed to successfully beat a group of marauders to death with my lead pipe was magnificent. I could have wept. It was such a hard-won victory. And when I finally did switch up to a sword, it was transformational! I killed a raptor dinosaur, a monster that I had previously run from in terror! I can imagine people being into Elex II. It looks like it's going to be a better version of Elex, which means you're getting overwrought sci-fi fantasy, some cool side missions, and absolutely no concessions.
COGConnected:
Like its older sibling, Elex 2 struggles a bit when it comes to faces and lip-syncing. They’re an improvement over the first game but not as much as you’d hope. A few of the faces — Jax’s young son, Dex, for example — are nightmare inducing. Elex 2 also has some trouble with smooth movement, whether it be character animations, melee combat or leaves tossed by the wind. While the release is several months out, janky movement was part of the first game as well. In a way, it was part of what made Elex charming and helped garner a cult following. But this is almost 2022 and there are a lot of games that do animations, lip-syncing, and movement much better. Still, I’m happy to cut the team some slack until we see the final game.
this one is still alive? wasnt there some drama?Dying Light 2
Still alive as far as I know and with a release date, 22 Februarythis one is still alive? wasnt there some drama?Dying Light 2
this one is still alive? wasnt there some drama?Dying Light 2
another trash one could review?this one is still alive? wasnt there some drama?Dying Light 2
CP 2077 of 2022 on its way
another trash one could review?this one is still alive? wasnt there some drama?Dying Light 2
CP 2077 of 2022 on its way
Some new places, some old.Does the game take place in the same area as Elex 1 ? From glances at the map it looks like that.
No time to comb the webz now, do we know anything about the fast travel yet? Same system as the last time?
I was hoping for something more interesting and creative than a BSB TW3-style teleportation again, oh well.No time to comb the webz now, do we know anything about the fast travel yet? Same system as the last time?
Haven't heard anything, but since those teleporters are part of the world... I'd guess they use them again.
I was hoping for something more interesting and creative than a BSB TW3-style teleportation again, oh well.
I'm no game designer but already when I was playing E1 I was thinking, wouldn't it be cool if different factions had a different way of exploration and travel? Like the Outlaws could have super fast jetpacks, no teleporting but can take off from anywhere and land anywhere. The Zerkers would be able to set up their own limited fast travel points (think Lloyd's Beacon from M&M) and the Clerics would have a vehicle (a hovercraft?), slower and less maneuvrable than the Outlaws' jetpack but armored and armed. Plus you could travel between hubs with paid caravans or some such.I was hoping for something more interesting and creative than a BSB TW3-style teleportation again, oh well.
The next most likely thing would be no fast travel at all, because the new jet pack is sufficient in terms of travel speed. Don't see anything else that would really make sense.
I'm no game designer but already when I was playing E1 I was thinking, wouldn't it be cool if different factions had a different way of exploration and travel? Like the Outlaws could have super fast jetpacks, no teleporting but can take off from anywhere and land anywhere. The Zerkers would be able to set up their own limited fast travel points (think Lloyd's Beacon from M&M) and the Clerics would have a vehicle (a hovercraft?), slower and less maneuvrable than the Outlaws' jetpack but armored and armed. Plus you could travel between hubs with paid caravans or some such.I was hoping for something more interesting and creative than a BSB TW3-style teleportation again, oh well.
The next most likely thing would be no fast travel at all, because the new jet pack is sufficient in terms of travel speed. Don't see anything else that would really make sense.
I don't know, would be hard to balance I imagine. But at least it'd be more fun.
That said, I'm not particularly sold on the wombat, but maybe it'll feel better in practice.
That said, I'm not particularly sold on the wombat, but maybe it'll feel better in practice.
What is different? Don't wanna watch any vids because of spoilers.
That said, I'm not particularly sold on the wombat, but maybe it'll feel better in practice.
What is different? Don't wanna watch any vids because of spoilers.