![]() ![]() ![]() Someone might be a badass when it comes to handling a bullet hell, yet still has trouble timing his jumps across a series of temporary platforms. Sounds like excessive hand-holding, but we're typing about an assortment of genres here. When it isn't, reaching a save point will restore health and mana, and boss battles supply health, experience, and cash that carry over even if the player fails. Not only that, but the damn thing is constantly auto-saving. For something that tackles (in no particular order) platformer, match-three, rhythm, shmup (horizontal and vertical), fighting, brawler, stealth, tactical rpg, action adventure, active time battles, tcg, and puzzles, one would think there'd be a loading screen once in a while. One of the reasons I bought this was to answer the same questions Paul had when I told him about it: "Didn't Evoland already give us an acceptable history lesson on various adventure titles? What more could the sequel provide?" In retrospect, it's a bit odd that neither of us thought about delving into other (non-adventure) genres, because that's exactly what E2 did. Plus, I took the time to earn all the achievements.īeat'em up mode with Ababa and his pirate crew.Īs with the original, Evoland 2 periodically swaps out the mechanics of one genre with another. I clocked in thirty-seven, but I also have a tendency to leave the game running while doing equally-unimportant things. Shiro Games significantly improved upon the original, providing roughly fifteen to twenty hours of varied entertainment, and that's if you're only focused upon reaching the end. I bought it at half price, because it was during the winter sale (duh), but don't listen to anyone claiming this indie isn't worth its $20 price tag. Thanks to the Steam winter sale event, I discovered its existence while speeding through my Explore Your Queue list. Well, did you know a sequel, Evoland 2: A Slight Case of Spacetime Continuum Disorder (Yes, that's the full name of it), was released on Steam and gog.com back in August? Really? Shit, I wish you had told me! I didn't know that! Hell, I typed the thing and it still managed to slip from my memory. I blogged about it nearly two years ago, so I understand if you forgot. This is the one that took first place in the 2014 Ludum Dare competition. ![]() That's a quote from my post about Evoland: A Short Story of Adventure Video Games Evolution. The theatrical ending to I Am Legend was controversial among fans of Richard Matheson's novel, however, as they felt it failed to thematically capture what made the ending to the book so poignant."After a few years, you'll probably only remember this as 'that game about stuff from other games.'" Ultimately the final ending for I Am Legend was chosen based on audience reception, with the "Will Smith dies" scenario being responded to most favorably. The theatrical cut made several changes from early drafts, including a version in which I Am Legend 's dog survives. The I Am Legend alternate ending wasn't used in the final cut for multiple reasons. While this ending to I Am Legend maintains the adaptation of Neville dying by suicide, it completely disregards the novel's original reasons for him doing so, as he never realizes that he's unwittingly become the world's villain. Anna and Ethan then set out to find a colony of survivors while taking a sample of Neville's cure, implying that humanity is saved. Neville ultimately sacrifices himself to take out the monsters and allow fellow survivors, Anna and Ethan, to escape. As he discovers a solution to the infected's condition, the creatures storm his house. I Am Legend's original ending in the theatrical cut sees Will Smith's character holed up in his laboratory as he attempts to find a cure for the virus. The alternate ending to I Am Legend is of course vastly different from the one that made it into the movie. ![]()
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