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Broken age act 2 review how to#
There's never a Longest Journey "rubber ducky"-level of adventure-game lateral thinking evoked, but you can try to enjoy the mental gymnastics you'll force yourself to go through to figure out how to make a new fancy part for your spaceship.
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And they are as outrageously round-about in execution as the game's 90s spiritual ancestors. The absence of this sort of puzzle-solving in Act 1 makes it a jarring transition in Act 2, but, fortunately, if you fail often enough (as I did), the game clues you in on how to proceed.Įven the puzzles that can be completed in your character's self-contained story are almost all more involved than those in the first act. Play as the other character for a while, and be observant of some subtle (and occasionally maddeningly subtle) environmental clues for the other hero. If you are banging your head against your monitor trying to figure out where you went wrong and you're convinced you've exhausted every tool the game's given you so far, as I did on multiple occasions, you're simply missing information you need. Clues are embedded in each character's world that feed back to the other's world. Without wanting to rob any players of the delight of working out some of Broken Age's most devious and intricate puzzles, you can no longer play the game by completing each hero/heroine's story and then tackling the other half the game. That sense of cohesion extends past the storytelling.
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If Act 1 felt like two separate stories fused together only at the last second, Act 2 intertwines the lives and destinies of our heroes into one gorgeously realized world.īroken Age: Act 2 is a classic example of being careful what you wish for. Let me simply say that the plights of Vella Tartine-the girl who raged against her role as a village sacrifice-and Shay Volta-the boy who rebelled against the endless comfort and routine of his sheltered spaceship existence-find themselves smashed together. It's impossible to discuss Broken Age: Act 2's plot in any depth without spoiling the end of Act 1 because Act 2 picks off seconds after the events in Act 1. But in the transition, Broken Age also succumbs to some of the worst obfuscation and backtracking found in classic point-and-click games. The game clocks in at over twice the length of Act 1, while the puzzles are often brain benders in the best Monkey Island/ Grim Fandango tradition. Act 2 is a clear response to those complaints on Double Fine's part. When Act 1 was released early last year, the primary complaints against the game were its short length and overly simple puzzles. The puzzles that can be completed in your character's self-contained story are almost all more involved than those in the first act.īroken Age: Act 2 is a classic example of being careful what you wish for. But you will return to Meriloft to solve puzzle after puzzle after puzzle, and like every area in Broken Age: Act 2, you start to find yourself a little tired of it. Why are familiar faces from another part of the world here? What will they do when they realize who you are? There are new mysteries and new puzzles, and it's a joy again…at first. And while the mystery of cloud shoes and Gus and F'ther are lessened, there's enough of a sense of the unknown and new twists to pull you through. When you return to Meriloft in Broken Age: Act 2-under circumstances that I don't dare spoil for those who haven't completed Act 1 yet-you see this world through a fresh lens. Why was this pretentious man dressed as a bird, and why was his rotund son dressed like a nest? How did this village stay afloat in the clouds? Was H'rmony Lightbeard as crooked as he appeared? Why didn't C'rol leave her good-for-nothing husband? There were mysteries to explore, puzzles to solve, and recognizably human-despite their surrealist absurdity-characters to acquaint myself with. The first time I visited Meriloft in Broken Age: Act 1, it was a wondrous experience.