The Roguelike game genre has been an ideal fit for the community of independent game developers over the course of the last decade or two, enabling them to produce games that are both tough and replayable. Players have shown their support for this gameplay concept in games ranging from The Binding of Isaac to more recent triumphs like Hades. Ludomotion’s Unexplored 2: The Wayfarer’s Legacy is another example of a game that mimics this particular genre.
Even if there aren’t any particularly difficult or punishing aspects of permadeath in Unexplored 2: The Wayfarer’s Legacy, there are still enough stakes to make the game interesting to play. The first Unexplored was a Roguelike game with aspects of Zelda and Metroidvania gameplay. The sequel, Unexplored 2: The Wayfarer’s Legacy, is a more abstract take on the Roguelike genre. As a player in a game set in an universe where exploration and adventure play a significant role, you are required to destroy the Staff of Yendor.
The game Unexplored 2: The Wayfarer’s Legacy has a procedural generation system that plays an important role. Despite the fact that other Roguelike games have done it well in the past, Ludomotion’s magical environment is far larger than anything that has been seen before. Attempting to do so in a game with a more involved narrative is fraught with peril because of the individuality of the player’s environment in the game. Nevertheless, it’s going to be an interesting challenge.
After all, Roguelike games have made use of content that is randomly produced for a considerable amount of time. As a result, the application of this method in a game that was designed to be a part of a larger mythology, as opposed to a game that adheres strictly to the Roguelike genre, is particularly noteworthy. The more open-ended approach to storytelling in Unexplored 2: The Wayfarer’s Legacy, which places a greater emphasis on exploration than lore, makes this concept a good fit for the game.
In spite of the fact that it has its own distinctive qualities, permadeath is fundamentally comparable to other aspects of Roguelike gameplay. When a player passes away, their character is destroyed forever. There is no way to bring them back. In Rogue Legacy, a similar feature was used to great effect, enabling players to start again with a new character while following in the footsteps of their former hero. This was a very beneficial aspect of the game.
This follow-up to Unexplored 2: The Wayfarer’s Legacy is an absolutely stunning experience. The combination of a design with shell-shades and a colour palette with subdued tones gives the impression that the game’s location is very old and overgrown. In spite of the peculiar nature of some of the design features, the overall appearance is one that is attractive to the eye and is evocative of Sable’s.
Unexplored 2: The Wayfarer’s Legacy does not, however, come without flaws, the most notable of which being a lack of fluidity in the gameplay. Even though the primary focus of the game is exploration, there is a large amount of battle, but it moves at a snail’s pace and without any sense of consequence. The fact that there is little freedom of movement detracts from the overall experience, which is reminiscent of Zelda games played from above.
Because to bugs, several unfavourable events have been revealed, and players need to be aware of them. Because characters from earlier in the game keep on repeating what they were saying, the player will find themselves pulled out of the situation on several occasions. It is not a problem that will cause the game to be unplayable, but it will lessen the overall immersion of the game.
This follow-up to the highly acclaimed film from 2011 is successful in achieving its objectives. The fact that it is built on procedurally-generated content gives it an authentic air of exploration and discovery. This is a pleasant game in spite of its flaws, such as a combat system that does not engage the player in any significant way and does not offer any serious challenge.