The walls are shifting once more, and our cogs are whirring along with them. More than almost any other Roguelike, Spelunky forces your mind to work overtime as you play. In that regard, its successor is no different. Seemingly every few seconds it demands you make a judgement call, to ask yourself a question and hope that your brain and your fingers can collectively come up with the answer – and quickly, since you can rarely afford to hang about. Can we make that jump? Will the tikiman’s boomerang hit us when we drop? Should we throw that bomb into the spider’s web? Do we risk our last rope to reach that opening to the right? And is that a rideable salamander blowing bubbles down there? We can answer that last one, at least: no, it’s an axolotl, and just wait until you see what else it can do.
Once you’ve spent enough time with Spelunky 2, you’ll instinctively know the answers to those questions – and if you’re unsure of whether you can or should do something, it’s probably a no. If Derek Yu’s sequel raises a few new ones besides, that’s because there’s more of it: more characters, more enemies, more items, more areas. Which in turn means more systems, and more combinations of those systems: many logical, some guessable, others entirely unpredictable. If, as Roger Ebert said, movies are a machine that generates empathy, then Spelunky 2, even more so than the original, is a machine for generating surprise. And, inevitably, its close cousin: delight.
Denne historien er fra November 2020-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent ? Logg på
Denne historien er fra November 2020-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image