What's in a sequel? Ideally, the goal is to make one better than its predecessor, carrying over its good aspects and, if possible, improving on them. At the same time, trying to fix any problems that plagued the product in any way, and in doing so, ensuring the follow-up won't feel as bad as the precursor. In The Legend of Dark Witch's situation, its side-scrolling platforming stages featured uninspiring level designs with questionable, easy-to-hit enemy placements, nearly making the game a bore to play. Without the inclusion of surprisingly tough boss battles, where players need to perform constant, accurate jumping and dodging against aggressive attack patterns, there wouldn't have been anything noteworthy to mention outside the catchy soundtrack and cutesy, super deformed sprite art.
Dark Witch 2 had an opportunity to rectify these issues and create something thoroughly entertaining, if not special. "Had." It started well with the devs simply carrying over all mechanics and gimmicks from the previous title. Concepts such as gaining abilities from defeated bosses, using a Gradius power-up system where one grinds enough power from fallen foes to shift the meter towards a desired power-up, and a shop menu for purchasing upgrades. New features include a "rage" meter which builds up a special attack only when you're hurt enough times, the option to select from eight different stages over the previous game's six, and extra choices in the shop that allow you to buy shields and health refills.
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Community review by dementedhut (February 11, 2018)
Now if only I had the foresight to submit this OutRun review a day earlier... |
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