![]() ![]() I honestly can’t figure out why that isn’t an opinion, especially now that they allow you to pan the camera around. Making these icons bigger would’ve solved the problem, or simply allowing you to zoom in on the map and place markers. It’s still hard to figure out the small icons that indicate dungeons which you haven’t cleared, or quests that you can take. However, it still could’ve been a lot better. I’m glad that the developers have improved the map system in comparison to the first game, by allowing you to zoom out and pan the camera around. The second issue is related to the way the map is presented. If the game didn’t involve so much running around, if things were denser, if there was a proper fast-travel system, or if you didn’t move as slow as you do, the game’s length would probably be a third of what it is. First, the game involves a lot of running around back and forth both during quests and when going to accept your next one, which ends up extending the length of the game unnecessarily. The world map is huge, and there is a lot of space with nothing in it, just serving as a wasteland to separate all the different dungeons/caves and towns from each other. Besides the combat, which I’ve already talked a little about and there’s not much else to say, one other big issue for me in the original Cat Quest was the map system and just the overall navigation. The developers have clearly improved their concept with this sequel, but it took me less than half an hour to realize that some of the most glaring issues of the first game were still present. Between the visual indicators of each ability range, to the constant damage numbers popping up, the screen can quickly be filled with a lot of visual noise, thus making it hard to figure out where you are in the middle of all that mess. During fights with a lot of enemies, where there are a lot of different units spamming abilities, you can quickly lose track of what’s going on. Regarding combat, there’s also one issue that does happen quite often. But hey, at least this time they’ve added ranged weapons, so there’s that! Also, while there are 101 different pieces of equipment that you can get, weapons and armor aren’t interesting, as most of them only change the way your character looks and increase your stats, there’s nothing unique about them. Having a more complex combat system would have certainly helped, but being able to continuously attack by holding down the attack button would have helped mitigate the issue of button mashing. While there are different spells and weapons that you can acquire and upgrade, and while there’s also a constant need to keep on dodging enemy attacks, the game still ends up being a button mash fest like the original. ![]() ![]() As you travel around the world, either solo or with a partner in local co-op, you’ll either be doing quests, chasing down loot chests, or clearing dungeons, and you’re bound to run into enemies just roaming around.Ī major focus of Cat Quest II is the combat, which is, to put it bluntly, pretty simplistic and rather underwhelming. ![]() Like its predecessor, Cat Quest II puts you in an open world map where you can pretty much walk wherever you want to, with some areas being inaccessible until you reach a certain point in the game. Cat Quest II is also better in some aspects when compared to the first one, but it also remains pretty much the same in regards to other aspects, for better and for worse. The developers describe their game as a “fast paced open world action RPG” in a “massive world filled with monsters, dungeons and quests”, and I’d say that this description is pretty spot-on, although I didn’t find the game to be as compelling as it might have initially sounded like.įirst things first, while Cat Quest II takes place after the events of the first game, and while a few characters are making a return, I’d say that you’re not missing out if you just want to jump in this one. Cat Quest II is the sequel to 2017’s Cat Quest, made by the Singaporean developer The Gentlebros. ![]()
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