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Given the limited supply of gems in the world, this can still be a permanent setback, but it’s not nearly as big as potentially losing half your bank account. Instead of losing the money you carry, you lose half the loot you’ve found. This makes it a whole lot easier to avoid the consequences of death, and even those consequences have been lightened up a lot. You’re also given the option of equipping a teleporter that lets you return to town at any given time – assuming you’re not in immediate danger. Activating a new one you come across is as simple as clearing its entrance. You can travel between them freely assuming you’re at any one of their access points. Rather than having one single fast travel point at any given time, pipe chutes now behave more similar to teleportation rooms in other Metroidvania titles. Traversing back and forth to town is also a whole lot easier.
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So even digging your way into a dead-end can be fulfilling if you come out of it with a pack full of goodies to sell.
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You also need to upgrade your tools before you can unlock the slots to put your cogs into. Upgrading your pickaxe makes you break blocks faster, upgrading your cannon makes it have longer range, etc. All of your statistical upgrades are still locked behind your cashflow. There are also some collectible items that are even more cleverly hidden in the world, which unlock more augments to slot your cogs into – and suddenly the gameplay loop isn’t just about breaking rocks and finding gems, but also about pure exploration.įinding gems and selling them is still rewarding though. Your favorite augments can always take top priority, but more cogs means more power, making the more hefty secrets that much more rewarding to find. Instead, you find “Cogs” which can be slotted into game changing augments for your tools, and then later removed and re-slotted into other augments at any time. No longer are your best upgrades locked behind a limited supply of orbs. The core mechanics from SteamWorld Dig are still there, just with a lot of quality of life changes added in. Layers of depth, tons of secrets to explore, power through discovery – it made me say to myself “this is Metroidvania.“
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Getting to them did require some creative use of the tools I had, which I personally found more fun than using the upgrades the story intended me to use. Later in the game I found myself finishing objectives that the story hadn’t told me to go after yet, saving me the trouble of doing them at that point entirely. Not having the upgrades that I was intended to have in those areas definitely made traversing the terrain much harder, but walking out of them with treasure that I felt like I wasn’t supposed to have was addicting enough that I just had to keep doing it. Brazenly ignoring warning signs, however, I was surprised to discover early access to treasures and puzzle rooms off the beaten path. Besides marking your path on your mini-map, concerned townsfolk and posted notices urge you to follow their advice. Venturing into the unknown, especially one as dark as the underground mines, can be daunting.
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While the game still guides you along to your next objective, from the very outset you’re absolutely free to completely ignore this direction. Sequence breaking and autonomy are key to SteamWorld Dig 2’s embracing of the Metroidvania Genre. Its sequel wholly rectifies that discrepancy, and turns the idea into a unique and fulfilling masterpiece. The original SteamWorld Dig heavily advertised its Metroidvania connections, but didn’t really deliver on the “world” aspect of the idea. Breaking blocks of dirt underground with your pickaxe is tutorialized again, but very subtly, and this sequel quickly starts to change up and expand the formula. You’re journeying towards a western-style town (this time with more of a Central America flair), you fall down a hole, and you eventually stumble into town where the plot kicks off. If you’ve played the first game, everything will seem immediately familiar. SteamWorld Dig 2 takes place immediately after the events of the first game, where the previous game’s loot liquidator is turned protagonist and is set out on a loyal journey to find the missing Rusty.
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