We’ll start the blog with our review of the Windlands 2 that we played at EGX and a handful of other events over the past couple of months.
Windlands 2 is one of the best games in the market, so if you haven’t already it is high time you did. Windlands 2 is a sandbox game that is set in a beautifully rendered world filled with secrets and mysteries. The game’s style is reminiscent of the first game that was released back in 2014, but its gameplay is vastly different. The game features all the elements of a sandbox game and combines them into a hardcore take on the genre, with great replay value and challenging gameplay. It is a game that will truly test the limits of your skills and will keep you entertained for hours upon hours.
Immerse yourself into the fast-paced action of the Windlands 2, a classically action-packed single player adventure game for PC. Awaken to a mysterious island and explore the mysteries of Windlands 2, a breathtaking single player action adventure game. The game takes you on a journey through a variety of environments, including the depths of the ocean and the icy mountains of Antarctica, where you’ll fight against massive bosses while solving various puzzles. In addition to its engaging story, Windlands 2 also features a wide range of weapons, special powers and a variety of other gameplay elements.
Windlands 2 is a great example of an asymmetric first-person adventure game in many aspects. You go to the air and fly over the clouds and skies, admiring your trusty wind-powered glider. That glider can go forward, backward, up, and down, but it’s not quick enough to keep up with the wind. So you grab a grappling hook and go to the air. In this universe, there are no rails—only the glider, the grappling hook, and the planet below you.
Windlands 2 from DreamWorks may be the first virtual reality game with a realistic possibility of commercial success, but that doesn’t mean it’s a fantastic game. The tale doesn’t get off to a good start, and it builds up a mediocre storyline that is hardly conveyed. The game is appropriate for VR newbies, but not for anybody looking for a thrilling experience.
Windlands (2016), one of the first full-length VR games, pioneered a mobility scheme that takes you soaring high into the air, swinging from bush to bush in a harsh world that was divided and ruined during a planet-shaking conflict, using your grappling hooks to swing from bush to tree in the harsh world that was divided and ruined during a planet-shaking conflict. The new Windlands features opponents, multiplayer co-op, races, and a traditional gaming-inspired narrative that puts players against the terrible forces who wrecked devastation on the once-prosperous planet; it feels like the series’ real beginning.
Windlands 2 is a first-person VR combat platformer that builds on the mythology presented in the original Windlands; you don’t need to have played the first Windlands to understand what’s going on since everything is explained in the sequel. The game teaches us about the history of the planet as well as the reasons that drive your quest. The short story is that a dimension-jumping demon employed massive automatons to demolish the lizard-world, resulting in the alien planet becoming a barren wasteland. Your golden-eyed human ancestor, on the other hand, killed him, and you now find yourself as an apprentice of a new class of humans known as “guardians,” who have incredible leaping and swinging abilities. You’re on your way to an island with Tohir, your master, who starts by explaining the world’s puzzle-like design to you. You battle the rising evil forces there.
If the inclusion of combat and NPCs decreased the amount of platform-jumping and swinging insanity saw in the original Windlands, don’t worry. There’s still enough to go around, especially since you get a new ability that wasn’t there in the pacifist predecessor: bow-shooting.
Massive monsters, annoying laser-shooting droids, and a few timed shooting challenges will test your new bow-handling abilities in Windlands 2. To torture you, bosses will employ lasers, energy bombs, homing missiles, and spew forth more droids, so you’ll need your shooting skills. However, by the time you reach the game’s midway point, you won’t notice any new attack types, just more of the same.
While bow-shooting is usually pleasant, it may be a little fussy at first, and there are a few things to bear in mind before you begin. Although there is a reticle, your unlimited laser arrows have a set arc that is governed by gravity, so it’s more of a check to see whether you’ve lined up the shoot correctly on the x-axis. The bow is controlled by the Oculus Touch’s grip buttons, and it may be utilized while grappling using the grappling hooks that are mapped to the triggers. Swinging and shooting at the same time, as needed on certain levels, is more difficult than I expected, but it is entirely possible if you get the hang of it. When you press the first grip button, the bow is automatically deployed, and the other hand (using grip) may draw arrows. I’d shift the bow to my non-dominant hand around half of the time by instinctively pressing both grip buttons for a fast shot, which I think may be readily addressed by just checking a box at the start of the game. Around halfway through, I went into the advanced settings and found a choice that enabled me to lock the bow to my left hand, which fixed the issue entirely. Shooting became less of a bother as I grew more familiar with the camera.
Unlike the previous Windlands, there is no central place to return to. The world is made up of a few different open areas with distinct pathways that can lead you in various directions, all of which are linked together by a couple of world portals that activate after completing key story missions, allowing you to progress through the increasingly dangerous biomes of jungle, desert, and mountain. By default, waypoint indications guide you to your next objective, and there are plenty of checkpoint gates scattered around to prevent you from ripping your hair out with each massive fall. I’m not a huge fan of waypoints, but it’s easy to understand why Windlands 2 employs them by default to help you traverse the game’s tangled spaghetti map. I would consider it a disadvantage if there weren’t already enough hurdles along the way, but in the end, it’s a necessary evil to guarantee you don’t wind up climbing the wrong route and getting hopelessly lost. These may also be turned off entirely in the advanced settings.
The storyline is simple, and it harkens back to a period when mission givers didn’t bother to ask questions, instead sending you, the silent protagonist, on your way to gather something important: A to B. Personally, I felt it was a bit too simple, serving more as a means to an end—basically, the early Zelda games—and I thought it was a little too plain. After a while, the fetch quests started to seem a bit forced, and although they didn’t take away from the game’s leaping, swinging, and shooting excitement, they also didn’t provide much. It’s the typical story of a bad villain who does awful things because he’s evil, and everyone on your side is a helpful good person because they’re kind. I’ll soften that a bit in the Immersion section since, in the end, it’s a tried-and-true method of providing some structure to the actual stars of the show, navigating Windlands 2’s moving puzzle, and knocking down a few gigantic monsters in the process.
There are no new weaponry, leveling systems, or grappling hooks, which isn’t necessarily a negative thing in my opinion. You’re just given the task of enhancing your game; no cheating tools are provided to aid you in this endeavor.
With the exception of the inclusion of a bow, the fundamental controls remain almost identical from the original Windlands. For others, this may be a stumbling barrier, since the game has a unique “floatiness” that may be difficult to grasp. Landing those lengthy parkour leaps is tough since you slide over most surfaces, and achieving the double-hook swing and transitioning to a single hook whip around is much more challenging. Judging the distance of such distant grappling hook catches becomes intuitive after a time.
The grappling hooks, on the other hand, will most likely need some practice. Both grappling hooks feature a reticle that lights up when you approach near enough to a leafy object—the only thing your hooks can cling onto in a hostile environment of sand, rock, and rushing lava lakes. I found that the maximum effective range was often higher than the reticles indicated, enabling for daring saves that may be the difference between having to retry a particularly difficult leap and reaching the goal or level boss quickly. Multitasking a few frantic arrow shots while soaring through the air to your next landing spot may be thrilling, but it can also be challenging, depending on your degree of familiarity with the movement scheme.
That puts me in a precarious position. While easy, medium, and hard settings exist, they only influence the power and accuracy of an enemy’s bullets. You only receive one direct hit on hard difficulty before being sent back to the previous checkpoint. This has little effect on the game’s platforming difficulty, which reaches a pinnacle in the third and final level. Every leap there has to be near-perfect, which is both difficult and rewarding.
Because you may revive forever at your previous checkpoint, boss fights can become a game of slowly chipping away at them without risking losing anything. While playing the game mainly alone, I observed that it took many deaths for me to figure out each boss’s attack style and start utilizing the area’s natural hiding spots and angles of attack. Bosses follow a typical pattern: three defeats and they’re gone. Simply shoot the bright red armor off their bodies to kill a monster, which changes in location and quantity depending on the difficulty level of the boss. Between these events, the arena is usually filled with droids, which you must destroy in order to proceed with the boss fight.
Despite the physical differences between each creature, I would have wanted to see more variation in this area, since after a time, each opponent starts to seem more or less the same—still exciting, but leaning toward a usual encounter. While the game’s ‘zero penalty’ death system relieves some of the stress of getting ganked by enabling you to continue up where you left off in real time, it also limits the level of pleasure you may have after defeating them.
A boss battle on the desert planet is captured in this one-minute film. Yes, I murdered at least a dozen times in an attempt to weaken its defenses.
Bosses, on the other hand, are much easier to defeat with a few more friends on hand, enabling you to team up with up to three more people. While playing with Ben Lang, who joined my game in the middle, we took down a big flying ship in about half the time. Apart from making monsters easier to beat, having a few friends or strangers in-game leads to people discussing tactics, pushing others to hurry up and perform more spectacular leaps, and overall trashing one other. Although multiplayer isn’t required to finish the game, it does bring a lot of enjoyment to it.
In single-player, Windlands 2 took me six and a half hours to finish using just the narrative mode. You can, however, spend a lot more time hunting down difficult-to-find collectibles or playing one of the multiplayer ancillary games, such as racing on one of the five available tracks or competing in a “collect” mode, in which you race to collect all of the map’s collectibles and cross the finish line before your three opponents. These were also fun places to show off your skills after you completed the game, but with so many multiplayer options, there’s a danger that servers may get too busy for fast pick-up games.
While the visual style is unmistakably low poly, it nonetheless creates a stunning world. Looking back at the original Windlands, it’s clear that the studio has refined the overall aesthetic to be more diverse in texture and architecture, but the appeal of wide vistas and steep areas to climb over hasn’t faded.
The character design is said to be inspired by Studio Ghibli films, yet it seems more like a Saturday morning cartoon than Dragon Ball Z. There is no contact with NPCs other than handing over whatever you’ve recovered, whether it’s a robot component or a crystal to power a world gateway. NPCs make motions with their hands but never appear to open their mouths to communicate. Although it isn’t scary, it is uncommon. They’re still extremely useful as quest-givers, and they’re both beautifully spoken and made.
Positional audio is also really well done, with instances when a tinkling Easter egg collectable will drive you crazy searching for it, or a beeping homing missile will scare you as it approaches your location.
The game’s immersion is clearly based on the rush of adrenaline and triumph that comes from clattering up that challenging wall near a pool of insta-death lava, or swinging to that barely-reachable cactus. There’s no inventory to fiddle with, and no objects to handle, so the game’s immersion is clearly based on the rush of adrenaline and triumph that comes from clattering up that challenging wall near a pool of insta-de
Looking out over a cliff doesn’t give me the same pit in my stomach it used to, but I’ve also completed the original Windlands, so flying into the air and hooking your way to the top is a completely new feeling that simply seems right if it’s your first time with the game.
Windlands 2 has a number of comfort settings, but since it is a smooth-forward running and leaping game, it may be difficult for novice VR users.
To assist alleviate this, the game includes a few complex options. A ‘comfort cage,’ which is a physical cage that surrounds you and comes in transparent and opaque versions, is available. Additional floor markers, which give a constant transparent floor area, are available. I didn’t utilize the vignettes (also known as FOV-limiters) since I didn’t want my peripheral vision to be blocked for the following hook hold.
The game has sitting and standing choices, smooth or variable snap-turns, and hand-relative or head-relative forward motion. Most new users should have no difficulty adapting to the game’s swinging locomotion mechanism with all of them in place.
In hindsight, I’m not sure I agree with Psytec’s choice to extend the Windlands brand by turning it into a combat-focused co-op story instead of a zen-like platformer. While parts of that story was less imaginative than I had anticipated, it left me with the impression that I had re-entered a classic game in which your objectives are tough but your reasons for accomplishing them aren’t. Allowing you to conquer those challenges as a group reminded me of a group hiking trip.
Finally, I’m happy to see the original’s hard-won locomotion system, which was very experimental in the early days of DK2, find its way into something that doesn’t attempt to be the end-all, be-all. On an indie budget, taking on more than you can handle often backfires, since promises are regularly broken and the player is left wondering what all the hoopla is about. Despite the faults, I’m looking forward to playing more.
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Windlands 2 is a first person shooter tower defence game. The game has you defending your base against waves of enemy robots, attempting to storm your tower and steal your resources. The game is heavily inspired by games such as System Shock and Quake, while taking some notable elements from the Quantic Dream titles of Heavy Rain and Beyond: Two Souls.. Read more about windlands 2 mods and let us know what you think.
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