![]() ![]() Like the original, you'll be spending the entirety of the game in zero gravity. Elements from Echo VR are consistently pulled into the gameplay, further helping to add variation to an already impressively varied experience. Without spoiling anything, some of my very favorite parts of the game took place in the flashback sequences, helping fill out Jack's backstory and explore why in the world Jack seems to be malfunctioning so often. Just as Ready at Dawn evolved the gameplay in significant ways, the environments you'll traverse are proportionately larger in scope compared to the original. Sure, you could float around to quite a few different places in the first third of the original game, but those places were fairly small in size compared to what's in store for you in the sequel. ![]() Apparently, humans 400 years in the future have figured out new ways to outfit an old Echo unit fitting since you'll also need these to solve new sorts of puzzles that present themselves along the way. Initially, you'll only have environmental tools to deal with these enemies - so you'll need to pause a moment to think about how to wrangle these critters so they don't attack you - but that, too, changes quickly enough. Having enemies that aggressively attack you sets the stage for bigger and scarier things to come in the universe, especially since 400 years have passed and these creatures apparently evolve rather quickly. This time around, you'll need to fend off aggressive enemies who try to sap your power. That's a big change-up from the original in which the enemies mostly acted like the metal bits from the board game Operation, ensuring players would follow a path without touching the edges. The most surprising of which is the inclusion of actual enemies that will attack you if you're not careful (or don't dispatch of them immediately). While some sequels tend to stick to familiar mechanics and just change up the scenery a bit, Lone Echo II completely flips the script on its head and introduces several new mechanics almost immediately. Unlike the original title - which has you going through at least an hour of seemingly menial activities before the action heats up - Lone Echo II puts players in danger within 15 minutes of the game starting. ![]() Jack has been out of commission for roughly four months after the end of the first game, giving a good excuse to either get oriented with the controls (if you're a first-time player) or skip through them entirely and get on with the story. ![]()
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