I recklessly dipped into a lake to see what would happen, for instance, then travelled through an autumn wood, which made my fantasy bird man so cold and soggy he lost his top-level Hope trait. Which eventually threatens to permanently cleave the sweet passive bonuses you built into your character at the start of a game (a quicker running speed, a buffed health pool, and so on). These status modifiers (cold, wet, fatigued, wounded) stack up and reduce your level of Hope. You might get lost and find your meeple flung sideways into another location altogether. You might get wet traveling through a storm, then be unable to withstand the cold of night. Journeying comes with small obstacles or encounters. Then trekking across a world map as an increasingly exhausted meeple. Moment to moment that means top-down dawdling through pretty pockets of procedurally generated forest, desert, mountain, snow, badlands, and swamp, possibly fending off monsters. You've got to march it to a deadly region called the First Valley and find a big forge where it can get wrecked. You're a little dude on a quest to destroy an ancient staff. Folks, it looks kinda good.īefore I get into what makes it feel special, let me sketch an idea of what's going on. The designers of this colourful 'splorer have rubbed their chins and decided to see what our beloved randomly generated death tales would look like without two sacred cows: money and meters. This is a chonker of a roguelike RPG, in which long-held assumptions about how the genre ought to be designed are thrown away, while others are strictly obeyed. In a moment of high folly, perhaps hubris, Unexplored 2 has arrived to these lands to preach the benefits of novelty and moreish dungeon delving. Gather round the fire, rogue likers and roguelike likers. Unexplored 2: The Wayfarer's Legacy reviewĪ deep and chunky world that sets itself apart from other roguelikes
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