![]() It took hours to discover everything in the last mission by myself, but I wanted to do it as the game felt too linear and nurturing to play as intended. This is to try and explain that the game should have relaxed barriers, for creative players to find their own paths around worlds, missions and objectives. This is not me gloating about how I overcame the game. (The wings, eyes and the temple including the secret basement room) already discovered. By being resourceful, I entertained myself by digging through a layer in the ground to avoid what I call ‘progression blocks’ and managed to find some of the items that should have only been discovered right at the end of the quest. ![]() ![]() Similarly, in the final quest, you’re stripped of all your items (once again) and stuck into a nightmarish world. Unfortunately, you just look at your boat, with your buddy Malroth next to you without any dialogue or notice from these characters. It would have been nice to get an alternative quick progression due to finding my own creative path away from the prison island. The game didn’t intend for this to happen, and some parts of the mountaintop still spawn you back at the quest path. If you climb the sides of the mountain outside, you can actually get around the top of the map and over it in order to get to your boat. It should be noted that the guards on the prison island have your boat around the back of the map, and you’re unable to access it by playing the game normally. As I have some imagination, I manage to find numerous routes away from the guards. It was quite fun to have this unexpected turn in the quest! Moving away from where you’re supposed to be in this quest results in the guards manually loading you back to where you should be. At a certain stage in the game, you’re taken in as a prisoner. But you’re here now, so continue again at your own discretion. It is written near the end so that the heavy text wall and prior warning at the start dissuades you from continuing. This paragraph will contain heavy spoilers. It’s nice to see the new tools and cool techniques you have in building walls and floors, as well as attacking monsters. You can customise your character a bit more and construct new clothing, which is welcomed. Outside of these boss battles when monsters invade, your town gets destroyed and you’re going to have to manually rebuild it – just like the first game. There is some good in DQB2, in that it now rebuilds your town after instanced boss battles. The game just doesn’t expect you to be creative. People that buy this game quite possibly already possess a large imagination. ![]() I felt as though the player character is lead through many narrow loops, in order to get you to play a certain way and to progress in the story a certain way. Many times in quests, I’ve already completed the task: acquired the item or discovered areas long before the game gets to that point. I’m the builder, the room ideas should be able to be discovered before learning how to make them if they’re almost exactly identical contents-wise. If I make a usable kitchen, the game should be able to label it as such, without me needing to complete the blueprint before I discover how to make a kitchen. I then knocked down my entire cathedral and had to make the premade version. I remember having made rooms such as a cathedral and having the game request I make a specified, blueprint based one instead. Or keep them destroyed, the game doesn’t really care about if they exist after that particular blueprint request anyway. After you have dedicated spaces to these rooms and collected all the necessary blocks, you can then destroy it and build your own version. A portion of the game and its missions revo lve around placing blocks where the game wants you to place them. Some minor characters wouldn’t have been affected by this, and would have given the player more freedom in their choices.īlueprints make a return. The webbing of choices and outcomes would have the story unnecessarily extended beyond the intended playability. Any instance where the player is given a Yes or No option, the No option will always result in a loop where you MUST choose Yes: “Can I, please?” “Aww, I know you’re only joking, so I’ll ask again…” “Can I, please?” I get this is to have the story told in a certain fashion. However, the story does quite a bad job at giving the player options or opinions. The characters that get introduced all have their own personality and dialect. (+)Incredibly Fun Game, with Solid Foundations (-)Too Many Limitations for the Truly Creative
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