Returning abruptly from where the last game left off Robbie the AI bot finds himself facing off against a new threat after having defeated cloudAI in it's attempt to resurrect humanity at the expense of Tariko. A distorting threat that is upending his, and Toriko's already bleak circumstances. All of this taking place within the same dystopian scrapyard of a world where humans were been killed off by a toxic fungal miasma, and the remnants of civilization were left behind as a heap of electronic components meshed together in partially functioning capacity. Toriko being the last human survivor among the rubble, and Robbie her sworn protector.
Previously led by the scrapyard's AI monitor this updated entry finds Robbie trying to find what he needs to get his guiding AI pal back online, so that they can continue caring for Toriko. He accomplishes this about 10 minutes into the game, and from there the problems begin stacking once again. With Toriko's ailments continuing to manifest due to outside contamination, and the deterioration of her terrarium habitat. No sooner is one problem fixed does another arise, and in an instant Robbie has to pack up and move the odd trio to a new safer location. A location where Toriko's care can continue, unhindered.
Gameplay in "Void Terrarium 2" is fairly much as it was with the first entry. You take control of Robbie as he goes out into the wasteland locales, and beyond to search for items and resources needed to complete blueprints that are tied to the game's plot points. This undertaking is met with the threat of aggressively pursuing armed security bots that will try to keep Robbie from leaving the expeditions with the acquired items. Expeditions, of course are the main focus for gameplay.
While there is no perma-death in this expeditious undertaking failing and losing all health in a completion attempt will result in the loss of items, and the return to the scrapyard hub where Toriko and the resident AI monitor lie in wait. Gifting only broken down resources in the form of organic, inorganic, energy, and contaminated for efforts rendered. Resources which can later be put to use with key items for crafting blueprints needed for Toriko and her Terrarium's upkeep, or tucked away in a safe for preservation sake. Taking care of Toriko's needs by fixing up her terrarium to suitable standards, and providing her with all that she needs is, above all else, priority number one. Outside of that the ongoing conflict between Robbie and outside threats must also be dealt with as well.
Outings, generally speaking, are top down maze-like endeavors with minimalized combat, and item usage options that can turn the tide of battle as you explore for key resources, and the exit back home. As Robbie moves through the mazes floor by floor and portal by portal so too do the enemy bots. Leaving any damage sustained in the conflicts that occur along the way between the lot to regen via movement or be fixed with collected items called toolkits thereafter. Some items collected can even act as weapons or buffs to defense or offense. Making survivability more likely. Additionally the game has a randomized passive perk system tied to Robbie's leveling that will give Robbie the choice between two passive skills tied to his performance, and abilities within the wastelands. Things like improved regen, extra damage, and ability buffs make things easier. This all plays into the game's roguelite nature.
New to this former formula is the introduction of weapon mastery, mystery rooms, and Toriko customization. Weapon mastery allows you to make weapons more powerful through repeat usage. Defending Toriko, and tending to her is top priority, and unless you are equipped for the task things can prove difficult. Thus weapons help in that regard. Secondly there are new mystery rooms accessed by yellow colored portals that can gift rarer skills, abilities, and equipment. Well beyond the normal selection of 1 - 3 star skills normally rewarded per level up. Lastly both Toriko, and her terrarium have become more customizable. Toriko herself gets access to new clothes, hairstyles, and accessories. Things also obtained via blueprints. Her terrarium on the other hand can be used like a garden space this time around, and the plants that are grown turned into decorations alongside the furniture you craft using the games crafting system. Making the game's namesake, and it's association with the characters involved relatable.
In the way of extras the game monitors your efforts in a breakdown or laundry list of gameplay stats. Everything from successful attempts to failures are marked and tracked. Even time spent, and items acquired accounted for. You'll also find a bot bestiary, and the ability to tone down the "ickyness" of some enemies. From 'Cute' to 'On' or 'Off'. Things that compliment the game's lore, and features.
The Verdict ...
Initially I found it odd that the game didn't start off with an opening cinematic. That it dropped you in head first with no mechanics explanation at all. Straight into the gameplay side of things. It made knowledge of the previous entry a must in regards to understanding the plot. This is not one of your standalone entries as a result, and that might put some people off. It is very much a direct continuation even though the past of the characters is briefly hinted at through dialogue. That having been said if you enjoyed the first game then you'll likely enjoy this return to the Void Terrarium dystopia. Mind you though this is one of those bleak heart wrenching tales that tugs at the heartstrings. It shows the importance of humanity. That we must fight to preserve it at all costs lest our world fall to dystopian disarray.
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