Once you've finished with Archaea, for instance, there will only be one reason to ever go back, and the only other reason to go back to The Old World after reaching Vectron is finding metals for a separate achievement. Typically, by the time you've come across a cave, you can complete it. The game stumbles a bit when it comes to other staples of the genre, such as backtracking and sequence breaking. There's always something else to work towards, and by the time you have it, you'll either level up and have more upgrades to choose from, or work into another cave to pick up a new upgradeable ability and start all over again. Due to the shared cash as XP, there is rarely an opportunity to have all upgrades until close to the end of the game. These range from straight upgrades of more health/water/light/inventory, but occasionally there are special upgrades that make steam punches charge faster, steam jumps use less water, or retain more water from a pool. Cash is simultaneously your experience meter, and the more cash you've brought overall, the more upgrades you can afford. At Tumbleton, you can not only replenish your light supplies automatically, but sell your precious metals for cash. Light is replenished whenever you head back to the hub world, which is fairly frequently. Light is a constantly dwindling resource, and once it's out, you'll be hard-pressed to see more than a silhouette of resources or enemies. Water fuels your special attacks and moves, from a high steam jump to a drill to a steam-powered punch. Aside from his trusty pickaxe, there are three meters to watch. The same techniques of making mines are just as valid when facing the final boss as they are at the beginning of the game. Wall jumps and slides form the basis of basic traversal in the mines, and while he eventually gets running, high jumps and double jumps, this basic never changes. Rusty is thankfully particularly mobile even without upgrades. This is where you'll find either good money or new upgrades to continue onwards. This overworld is split up by caves at specified depths in the mine, and these are static, unchanging challenges. These will serve as your XP and currency within the game. Buried in similarly random locations are precious metals, limited only by your finite inventory space. These worlds are procedurally generated, so no guide will help you get further down besides learning the proper techniques. GAMEPLAY The primary focus of the game is on the mine, split up into three sections: Archaea, The Old World, and Vectron. Overall, it's fairly barebones and serves to keep the player moving, but don't expect to remember much once you've moved on. As his travels take him deeper and deeper, he finds more and more technologically advanced upgrades - and enemies - than steambotkind has seen before. Noting that it was a strange move to send it to him, Rusty continues to dig down in the mine to uncover the mystery of what Joe found. Rusty has been given the deed to his Uncle Joe's mine, only to find Joe perished while he was on his way. Overall, fantastic game that makes the previous game feel like a prototype, in the best way possible.SteamWorld Dig is a partially procedurally-generated Metroidvania-style platformer. Like, I don't even know what the intended time to do some of what I did even would be, and you know what? That rules. No, the game just has so much freedom in the way you can move about that just wandering and getting creative lets you tackle obstacles in many ways. Not even because I got lost the game has a very solid objective pointer system (which you can turn off at will, by the way). The collectable cogs, roughly equivalent to Metroid's missile tanks, also give you more options for toggleable upgrades, which I'm a big fan of.ĭo you like sequence breaking, by the way? Cuz I got to the final boss, blind, without getting the jet engine. Instead of a weird Doki Doki Panic charge-jump, you get a grappling hook, and holy ♥♥♥♥♥♥♥ is it so fun to use. Like, be honest, how often did you use the pickaxe in Dig 1 after getting the drill? This time around, you get a jackhammer, and it's balanced in a way to keep it useful while not completely replacing the pick. In terms of upgrades, this one's so much better. While all that original DNA is still there, it now fully embraces a more Metroid-style structure as a whole, Like, it's genuinely impressive how well it manages to balance them without sacrificing any of the original's aspects, a real "Have your cake and eat it too" situation. Feel whole." gameplay loop from its predecessor, it's no longer the only thing going on. While the game maintains the core "Dig hole. My main takeaway from the first game was "Good concepts, but it needs more in the overall execution to fully make use of them", and this proves me RIGHT. SteamWorld Dig 2 is quite honestly one of the best sequels I've ever played.
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