![]() You’re given an overarching quest to gather allies but are free to roam the world unguided. You discover a home base that’ll be used in the offensive against the aliens and let off the leash. There’s a cohesive opening quest-chain that introduces returning characters, Jax’s son, his dysfunctional family life, and it teaches you some gameplay basics (all with less chance of being murdered by a dog-sized mutant chicken). The premise is conventional sci-fi save-the-world fare (again) but that does make it easier to bring in new players.Īs someone who enjoyed the first game despite its flaws, I was happy to find the opening hours are far more structured and forgiving. Unfortunately for the human survivors, the start of an alien invasion kicks off events in earnest. The ominous celestial body orbiting Magalan is increasingly ignored in light of conflicts closer to home. The factions - including a new one - have fallen back into their old ways, fighting for territory and ideology. Jax has become a recluse after spending years trying and failing to convince factions to prepare for an impending alien threat. There are gameplay and visual refinements, and the narrative is designed to bring new players on board and get them up to speed quickly, but it’s clearly been developed on a budget so as not to require massive sales to be profitable.Īfter a brief recap that reintroduces the hybrid sci-fi/fantasy setting of Malagan and the war against the Albs, ELEX II picks up several years later. This is, first and foremost, a sequel for fans of the first game or those that have enjoyed other Piranha Bytes’ RPGs. Playing through the opening hours of ELEX II reminded me a lot of Darksiders III.
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