Gameplay

I realize that this game is a remaster of a previous project which has also been Steamed, and yet the picker wheel has decided my fate, here thusly I began. I completed a game up to 10 floors and about 47 guns; hopefully I saw enough to understand the entire scope of the millions of guns on display, but if not, I'll eventually take another round in the prequel. The weapons and their variants were engaging for the length of my play, though I'm surprised there isn't any reload cancelling with the different shotguns, and all guns seem to have a strange jamming effect which prevents inputs.

Game

The game is an all-or-nothing Nerve loop, built on its namesake and likely with the sole intention of porting the concept into 3d. I think when you come into development with so many of these aspects ready-made, your task becomes heavily more focused on UI and User Experience, which even the best games on the market today will falter on in some aspect. That said, quality of life features are a true gauntlet for design; placing too much focus on them can detract from the original's core experience.

Gaming

Sequels, by some respect, are very much like remasters of the original. In either case, you're hoping that the experience you get will be similar to the game with a range of improvements. Of course, many titles go further down the path of being a wholly different game rather than a continuity. Tears of the Kingdom is so critically divisive because it split its course down both avenues, but the new crafter mechanics and the technological feat of physical simulation is what finally caused me to buy the game a year after its release; everything that stood out as a copy-paste from the original was what kept me away. In other news, some remasters forget that they were meant to change anything; the blatant simp-gouging from new Skyrim or Last of Us editions is an embarrassing tradition I hope you never find yourself subjected to developing.