
Hookshot as means of passing an impediment. From the very first, you are taught to use your powers until they feel natural, and then asked to think of them in slightly different ways. Nonetheless, overall, Steamworld Dig 2 trades a lot of its procgen for something that, in the context, works better… tight design. Well, except for one feature, but that’s pretty much a personal preference: I really, really don’t like bosses who are invincible for the majority of their pattern, and there are a couple of those. Here, we see the hookshot being ohgodwhywon’tthelavarobotsgoaway… For example, one particularly clever segment has you using a hookshot to cross a very windy segment of desert, with the most difficult segment involving timing your walljumping to coincide with very short periods of lower wind speed, and, importantly, very little of it feels frustrating. Ladders, similarly, exist in a sense, but the game relies more on the more traditional mobility powerups to speed getting around and gate progress. Gone are purchasing teleports, replaced with a (mostly) handy pneumatic tube system that serves as checkpoints, and an ability you can earn later on that allows you to teleport to the surface anywhere that isn’t a cave or a plot-important area. I can happily state that this sequel, while still having the digging and the exploring and the selling ore and finding whatnots, is a tighter, less grindy game. It was an interesting game, but also a somewhat grindy one at times. Yes, I’m wincing just as hard as you are.Ī wee backgrounder before we continue: Steamworld Dig was the story of Rusty, a mining droid who dug deep, discovered an ancient, electronic evil, and put paid to it via digging, selling ore, gaining and using special abilities from lost technology, and buying ladders just in case he screwed up and dug too far.
