![]() ![]() If a neutral path exists, it's mostly just boring and doesn't have any advantage either way. It feels like the majority of quests have little to no moral complexity as a result, you either play the squeaky clean nice guy or the horrible monster bad guy. Moral System - The new destruction system is way too predictable and railroads most quests into having 3 decisions: Be the nice guy with low destruction, be the neutral guy, be the bad guy with high destruction. Elex 1 in comparison had so many memorable landmarks like the forbidden valley with its red trees, the huge factory complex with its underground bunkers in the southwest or the massive dam above the lakes. Elex 2 is completely devoid of any interesting locations outside of the major cities, every "point of interest" is a samey looking ruin and maybe a radio tower. I'm not talking about the factions or characters in the world, but the world itself in terms of geography, variety of biomes and locations and just the interesting stuff to find in it. I know this may be a controversial opinion but I think Elex 1 had the best map Piranha Bytes ever designed. ![]() The World - By far my biggest disappointment with this game. Transitioning from high-speed flight to hover, flying side to side, up and down etc., it all feels really good and is definitely a big step up from Elex 1. Flying around like Iron Man feels so good and I'm genuinely impressed by the quality of animations associated with jetpack movement. ![]() Jetpack - This deserves its own bullet point because I think they absolutely nailed this feature in Elex 2. For example you can play through the Morkon quests as a "double agent", because the game gives you opportunities to support sub-groups that are also against the current beliefs of the Morkons. This means that you can roleplay your way through faction quests even if you don't want to join that particular faction. Special shoutout to the Alb initiation quest, one of the best quests in all PB games imo.įactions - Similar to the quests, factions seem more connected to each other and you often have small sub-groups with different beliefs in each faction. The game is full of such examples, at least in the early chapters. Choices I made in a quest for the clerics near the beginning of the game had consequences in a quest I did for the Berserkers way later. Quests - A lot of quests are interconnected and have effects on each other, especially the ones you do in the towns of different factions. I'm interested to see what you think are the biggest strengths and weaknesses of Elex 2. ![]()
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