![]() ![]() It was somewhat excusable in the original game, where you never got to feel how long has it been that everything turned to crap. It’s still not fantastic or even halfway good and the locations you visit never really feel like places anyone would ever work or live in, no matter how many times the notes and voice recordings characters keep throwing around joke about living with death pitfalls all around. It’s better written, better voiced and, partially due to it not just blatantly reusing most of the BioShock plot, it’s just more interesting to follow. It can occasionally feel overwhelming, but overall feels like a welcome update to the flow of the game.Įven the story this time around isn’t completely throwaway. And even the optional “special keys” are now used on a completely separate optional floor with tough puzzles and only experience as a reward. You constantly get to revisit floors, either for story reasons or because you’ve decided to search for secret areas you’ve missed before with new understanding of the game. The path remains linear, as to complete some locations you would need specific keys or quest items that you get elsewhere, but it makes the exploration feel very different. Essentially, after a tutorial floor of the Arx Vaporum tower and the first “proper” floor, the game starts giving you multiple options of directions to choose from. ![]() I suppose, this is a move similar to Legend of Grimrock 2, compared to the first game, except you don’t get an “overworld”. There are numerous tweaks and quality of life improvements in all elements of the game, which I did expect, but what I didn’t anticipate is that the game moved to a more open-ended level design. It doesn’t make the game turn-based in a conventional sense, but can be very helpful for those, who can’t keep up with the realtime tile dance around enemies and wish to plan their attacks more carefully. Combat is real time, but this time the “stop time” feature, that was originally added post-launch in Vaporum, is available from the start. And you have a set of skills that you can upgrade during a level up and, as before, it’s best to specialize in certain skills instead of trying to be a jack of all trades. You get to select a class near the start of the game, though this time the choice is more nuanced as classes get unique abilities of their own. You play as one character with two sets of weapons switchable on the go and gets special abilities to work as a “magic” substitute that use energy and have a cooldown. Just like with the original game, this take on dungeon crawling feels closer to a straight action RPG with heavy emphasis on exploration. And while it’s not without faults, the game managed to exceed my expectations yet again. Which is exactly why I bought Vaporum: Lockdown, a prequel originally announced last year, the day it launched. Despite being openly influenced by the genre revival done by Almost Human with Legend of Grimrock titles and unapologetically “borrowing” the style and themes from Bioshock games, it had a voice of its own and played really well. ![]() released a grid-based dungeon crawler RPG Vaporum, which managed to exceed all of my expectations. Almost exactly 3 years ago a Slovakian indie dev studio Fatbot Games, s. ![]()
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