
With the Gods of light about to lose the great battle against the Army of Darkness, the Aggelos must learn to embrace his darker side. Explore two opposing realms full of secrets, puzzles and intense 2D combat in this challenging action-platformer.
Modeled estimate, not a reported figure. How we estimate →
Aggelos 2 is an explosive action-platformer where lightning-fast combat, precision platforming, and two opposing worlds collide. As an Aggelos, the highest order of angels, you are chosen by Balro to venture through the Kingdom of Lumen, domain of the supreme God of Light. But with Lumen under siege and the Gods facing imminent defeat at the hands of the Army of Darkness, you are forced to embrace a shadowy new form to survive the chaos of both light and dark realms.
While your angelic side favors a slower, disciplined approach, your demon form is highly agile, aggressive, and bristling with dark powers. Mastering the shift between both forms is key to survival, and only by balancing order and chaos can you hope to overcome formidable enemies, deadly obstacles, and challenging puzzles along your path.

Explore two massive, overlapping maps, each with their own unique characteristics, enemies to fight, secrets to discover, and challenges to overcome.

Switch between Angel and Demon forms to change the world and your playstyle, from precise defenses to fast assaults, mastering timing, strategy, and reflexes.

Take on hordes of enemies and conquer 13 massive bosses across both realms. Steel yourself for memorable encounters that build on the original game’s signature battles.

Solve challenges by mastering skills, memorising routes, manipulating mechanisms, avoiding traps, and interacting with the world to reveal secrets and new paths.

Collect orbs to unlock devastating special attacks, boost your strength and increase your survivability, adding a tactical layer to your progression.

Unlock new skills as you progress, from flight and wall grabs to dashes and powerful special attacks, offering up new ways to explore and reach previously inaccessible areas.

Striking pixel art and detailed sprites designed to complement smooth, fast-paced 2D gameplay.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Sums Steam only; Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
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Reviews
Themes across 78 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One of the most frustrating metroidvanias I've played in a while. The game actually starts off with a really nice flow state where the unique movement enhances the combat and vice-versa. It was great...right up until the moment you unlock the dark form. From there, the game SPIKES in difficulty, and not the fun kind. The dark form is unable to heal. Instead the healing potions are replaced by speed boosters. This would be fine for balance if the dark form had a noticeable increase in power compared to the normal form, but it doesn't. To make things worse, your number of speed boosts is tied to your number of healing potions. This means if you have 3 speed boosts, you have 3 healing potions. If you use one speed boost, that's one healing potion REMOVED from your inventory. The amount of times I've accidently activated speed boost when I was meaning to heal were too many to count. What a needlessly tedious way of handling resources. The level design also falls off a cliff, where multiple difficult platforming challenges required running back to a save point without any shortcut whatsoever. It's literally better to let yourself die so you return to the save point faster. Overall, this is a potentially interesting action platformer marred by absolutely baffling design choices. Only play this if you're ready to pull your hair out.
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 78 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
レビュー動画↓https://www.youtube.com/watch?v=dV3JgG1lA04 Flydigi Direwolf 2コントローラーを使用。 [hr][/hr] [h1]あらすじ&ゲーム概要[/h1] 『Wonder Boy』シリーズから影響を受け、好評を博したメトロイドヴァニア系アクションプラットフォーマー作品の続編。 光の神が治める王国が闇の軍勢によって侵攻され、神々が敗北寸前に追い込まれる中、最高位の天使である主人公は王国を救うため戦場へ向かう。 しかし、光の力だけでは混沌に満ちた戦場を生き抜くことができず、主人公は新たに闇の力を受け入れ、悪魔の姿を取る。 天使としての秩序だった力と、悪魔としての攻撃的な力を使い分けながら、光と闇それぞれの領域を探索し、強敵や13体のボスを突破していく事となるのだった。 グラフィック面は前作から大幅にパワーアップしており、細部まで描き込まれたドット絵は非常に素晴らしい。 バイオームや背景についてもさまざまなエリアが登場するため、景観の変化を楽しみながら冒険を進められるのも魅力だ。 また、装備や技をアップグレードすると、その変化がグラフィックや主人公の外見にも反映される点も地味ながら嬉しいところ。 こうした視覚的な変化も相まって、往年のアクションゲームをプレイしていた頃のようなワクワク感を味わえる作品となっている。 往年の作品を彷彿とさせるという点では、BGMも印象的だ。 古典的な名作からの影響を強く感じさせる楽曲が多く、良い意味でSFC時代の作品に登場した名曲を思わせるようなラインナップとなっている。 ただし、気になるほどでは決してないものの、一部のエリアでは同じ楽曲が使い回されている場面もある。 インディーズ作品ということを考えると、制作規模や予算面による制限が影響している可能性もあるだろう。 ゲームプレイについては、メトロイドヴァニア作品の基本的な進行システムを踏襲している。 前作から引き継がれている要素も存在するものの、ゲームシステムにはさまざまな変更が加えられているため、過去作をプレイ済みの方は、続編というよりも方向性の異なる別作品としてプレイすることをオススメしたい。 もちろん、これは悪い意味ではなく、単純に前作とは目指しているゲーム性が異なるということだ。 特に操作性やアクション面に関しては、『Wonder Boy』シリーズというよりも、「魔界村外伝」、中でも『デモンズブレイゾン 魔界村 紋章編』に近い感覚となっている。 そこへ、シューター作品で見られるような、自身の属性、いわゆる“色”を変更し、敵の弾をかき消すといった要素を組み合わせているような作りだ。 また、本作はカテゴリーとしては“一応は”「ゼルダヴァニア」と呼ばれる、パズルを攻略しながら進んでいくタイプのメトロイドヴァニアに分類される作品でもある。 ただし、全体的にはアクションを活用して突破するタイプのパズルが多く、物を押して動かすような、純粋なパズル要素は比較的少なめとなっている。 ちなみに、こうしたアクションパズルの中には『高橋名人の大冒険島II』を思わせるような仕掛けも数多く登場し、こちらについても過去の名作から影響を受けていることが感じられた。 アクションや探索、ゲームプレイの詳細については、次の項目から詳しく解説していこう。 [h1]アクション[/h1] 別の項目でも述べたように、本作には『デモンズブレイゾン』を思わせる移動アクションが多く、空を飛ぶ能力や壁に張り付く能力などを比較的序盤から入手できる。 プレイヤーはこれらの能力を活用しながら、各エリアに用意された挑戦的なプラットフォーマー要素やさまざまなギミックを攻略していくことになる。 ステージの難易度曲線についても調整が上手く、ゲームを進めるにつれて新たなギミックが登場するほか、敵の配置も徐々に複雑かつ挑戦的なものへと変化していく。 新たな移動能力を手に入れるタイミングと、ステージ側が要求する操作の難易度が上手く噛み合っているため、プレイを続けるほどアクション面の楽しさが増していく作りだ。 ちなみに、空を飛ぶ能力は序盤の段階では左右にしか移動できない仕様となっているが、アップグレードを入手することで8方向への移動が可能になる。 このシステムの影響もあり、メトロイドヴァニア作品でお馴染みの二段ジャンプや、それに関連した能力は本作には存在しない。 とはいえ、移動が不便というわけではない。 むしろ本作では、比較的序盤から飛行能力を使用できるほか、グラップリング系の能力を活用した移動も可能となっているため、移動そのものに関するストレスはほとんど感じない。 早い段階で主要な移動能力をある程度揃え、それらを使ってプラットフォーマー要素を楽しませるというゲームデザインが、本作の特徴の一つとなっている。 これらの移動能力は、探索だけでなく戦闘でも重要な役割を果たす。 現代のアクションゲームでよく見られるダッシュやローリングといった回避行動が本作には存在しないため、古典作品、そして影響元となった作品のように、移動アクションを活用した位置取りそのものが戦闘において重要となる。 戦闘面では、本作のもう一つの大きな特徴である、天使形態(光)と悪魔形態(闇)にも触れておこう。 主人公はボタン一つで、属性の異なる二つの形態を自由に切り替えることができる。 一部の攻撃や魔法能力も形態ごとに異なっており、状況に応じて使い分けることになる。 さらに、敵にもそれぞれ属性が設定されている場合が多く、自身と同じ属性の弾幕攻撃であれば、剣を使ってかき消すことが可能だ。 そのため、特にボス戦では敵の属性に合わせてこちらも形態を切り替え、飛んでくる攻撃をかき消していくことが重要となる。 さらに、敵の攻撃をかき消すことで、魔法を使用するためのゲージが蓄積される。 そのため、敵の攻撃を防ぎながらゲージを溜め、隙ができたタイミングで蓄積したゲージを消費して強力な魔法を叩き込む、といった戦い方も可能だ。 また、本作に登場するボスの多くは挑戦的な内容となっているが、撃破時に入手できるのはキーアイテムと、主人公のHP、いわゆるハートの最大値を上昇させるアイテムが中心となっている。 つまり、攻略に必要な新たな能力をボス撃破によって入手するわけではないため、ボス戦を一旦後回しにし、探索によって自身を強化してから改めてまとめて攻略する、といった進め方も可能だ。 もちろん、ゲーム中盤における特定の進行やラスボスの撃破にはキーアイテムが必要となるため、最終的にはボスを倒す必要がある。 しかし、どのボスをいつ攻略するのかについては比較的自由度が高く、自分のプレイスタイルに合わせて攻略順を選べるのも、本作の魅力の一つとなっている。 [h1]探索要素[/h1] 本作の探索は、比較的序盤からさまざまな移動能力が揃うため、移動に関するストレスをほとんど感じることなく楽しめる。 これにより、メトロイドヴァニア系作品ならではの「先には何があるのだろう」という探索の楽しさやワクワク感を、ゲーム序盤から存分に味わえるように作られている。 実際に探索を進めていくと、HPの最大値を上昇させるアイテムや、魔法を使用するためのゲージ、所持金の最大値を増やすアイテム、謎のアイテム、新たな能力など、ほぼ必ず何らかのアイテムや報酬を発見することができる。 ただマップを歩き回るだけで終わるのではなく、「探索すれば必ず何かが見つかる」という、このジャンルならではの面白さをしっかりと理解した作りになっているのが、本作の大きな魅力だ。 探索中には、ギミックの攻略を中心とした、いわゆる“アクションパズル”も数多く登場する。 単純に移動してアイテムを探すだけではなく、さまざまな仕掛けを攻略する必要があるため、探索がマンネリ化しないよう工夫されている。 そして当然ながら、こうしたエリアを攻略した先には何らかの報酬が配置されている。 苦労してギミックを突破したにもかかわらず何も得られない、といった場面が少ないため、探索を続けるモチベーションにもつながっている。 ちなみに、本レビューの冒頭でも述べたように、ブロックを押して仕掛けを動かすような、より純粋なパズル要素も登場する。 ただし、こちらについては比較的少なめだ。 個人的には、こうしたパズルがもう少し多くても良かったように感じたが、このあたりはプレイヤーによって好みが分かれる部分だろう。 本題に戻るが、こうした探索を楽しめる本作のマップは比較的大きく、プレイヤーは「光の世界」と「闇の世界」という二つの世界を行き来しながら攻略を進めていくことになる。 マップが広い作品では移動の手間が気になりがちだが、本作ではその心配はほとんどない。 というのも、比較的序盤から、すべてのセーブポイント間をファストトラベルできる機能を解放できるからだ。 さらに、光の世界と闇の世界、それぞれに存在するセーブポイント間を自由に行き来することも可能となっている。 セーブポイントの配置や数についても非常にバランスが良く、ゲーム後半になっても探索や移動が大きな負担になることは少ないだろう。 ただし、本作で数少ない気になった点も、このマップと探索に関連しているため、そちらについても軽く触れておこう。 本作では、光の世界のマップが青、闇の世界のマップが赤といった形で表示されている。 しかし個人的には、水辺のエリア、溶岩地帯、森林地帯といったバイオームごとに、青・赤・緑・黄色など、さらに色分けしてくれたほうが分かりやすかったように感じる。 現状の表示でも大きな問題があるわけではなく、同ジャンルの古典作品にも似たような表示方式は存在する。 ただ、バイオームごとに色分けされていれば、マップを開いた瞬間に「自分がどのエリアにいるのか」「どのエリアを探索しているのか」を視覚的に把握しやすくなるため、より便利だっただろう。 また、同じくマップに関する問題として、本作ではプレイヤー自身がマーカーを設置することも可能となっている。 この機能自体は非常に便利なのだが、使用できるマーカーは複数の色による「星形」に限られている。 そして形状が「星形」のみであるため、時間が経つと「なぜこの場所にマーカーを置いたのか」が分かりにくくなってしまうことがある。 さらに、本作にはマップをズームする機能がないため、色の薄いマーカーを見落としてしまうこともある。 ゲーム側で自動的に配置されるマーカーは比較的分かりやすく作られているだけに、プレイヤー側でも「はてなマーク」や「宝箱」、「鍵」など、目的ごとに分かりやすい形状のマーカーを設置できれば、より便利だったように感じた。 なお、ここまで述べたマップ関連の問題については、ゲーム発売当日のバージョンを基準としたものとなっている。 そのため、本レビューを見てくれている時期によっては、アップデートによって改善されている可能性がある点には留意してほしい。 ついでに触れておくと、発売日時点では特定の条件下でSEの音量が最大値になってしまう不具合も確認された。 ただし、こちらについては開発元も認識しているようなので、今後のアップデートで比較的早く修正される可能性が高いだろう。 [h1][b]----------------------【良い点】----------------------[/b][/h1] + 古典作品を彷彿とさせるアクションの完成度 + ストレスが無く、やり応えのある探索要素 + 攻略順の自由度の高さ [h1][b]----------------------【悪い点】----------------------[/b][/h1] - 細々としたマップ関連の問題点 [h1][b]-----------------------【総評】----------------------[/b][/h1] 本作は、『Wonder Boy』シリーズをはじめ、『デモンズブレイゾン 魔界村 紋章編』やSFC時代のアクションゲームなど、数々の古典作品から影響を受けて作られた、アクションと探索要素の完成度が高いメトロイドヴァニア作品だ。 天使と悪魔という二つの形態を切り替える独自のシステムや、敵の攻撃を属性に合わせてかき消す戦闘システムなど、本作ならではの要素も用意されている。 一方で、空中移動や壁への張り付き、グラップリングといったアクションには、往年のアクションゲームを思わせる操作感やゲームデザインが色濃く残されており、古典作品への強いリスペクトを感じられる内容となっている。 特に優れているのは、比較的序盤から多彩な移動能力を使用できるようになることで、メトロイドヴァニア作品にありがちな、序盤の移動面でのストレスをほとんど感じることなく探索を楽しめる点だ。 広大なマップを探索していると、HPの強化アイテムや新たな能力、さまざまな収集物などを発見できるほか、アクションを活用したギミックや挑戦的なプラットフォーマー要素も数多く用意されている。 「探索すれば何かが見つかる」というメトロイドヴァニアというジャンルの根本的な面白さを、非常に良く理解した作品と言えるだろう。 また、攻略に必要な能力の多くを探索によって入手できるため、ボス戦を後回しにして自身を強化してから挑戦するといった進め方も可能となっている。 どのエリアを探索し、どのボスに挑戦するのかをある程度自由に選べるため、自分のプレイスタイルに合わせた攻略を楽しめる点も魅力だ。 一方で、マップの色分けやプレイヤーマーカーの使い勝手など、細かな部分では改善の余地がある。 特に探索要素を重視する作品だからこそ、こうしたマップ周りの利便性がもう少し高ければ、さらに快適な作品になっていたはずだ。 とはいえ、これらはゲームの根幹となるアクションや探索の面白さを大きく損なうほどの問題ではない。 総合すると本作は、古典的なアクションゲームから強い影響を受けながら、そこへ現代的なメトロイドヴァニアの探索要素を上手く組み合わせた、アクションと探索周りの完成度が非常に高い良作メトロイドヴァニアと言える。 『Wonder Boy』シリーズや『デモンズブレイゾン』といった往年のアクションゲームが好きな方はもちろん、歯応えのあるアクションと、ストレスなく広大な世界を探索できるメトロイドヴァニア作品を探している方にも、ぜひオススメしたい一本だ。 [hr][/hr] プレイ動画をアップしているので、本作が気になった方はこちらを参考までにどうぞ。https://www.youtube.com/watch?v=V4kK80rcHhE [quote]他にもアクションやメトロイドヴァニア系作品をSteamキュレーター[url=https://store.steampowered.com/curator/32180122/][u]プラットフォーマーズ[/u][/url]で、ローグライク作品を[url=https://store.steampowered.com/curator/37908283][u]ローグライクゲーマーズ[/u][/url]で紹介しています。 良かったら御覧ください。[/quote]
Aggelos 2 is the kind of game I would play for hours as a kid, on a Saturday morning as the cold fall air slowly would seep in through the window and warm up the wood paneled family room. That's the kind of retro memories this game invokes. Love the classic music and retro feel. Really great control, responsive ranged and melee combat. The upgrades are really nice and exploring the Multi-layered giant map is rewarding. All upgrades are very useful. The Mega man style boss fights with a bullet hell inspired design are awesome without being too cheap or difficult. You also get to fly and it's just good classic fun. Recommended. VIdeo Review Here: https://youtu.be/X0sdw_309iM
While advancement in gfx and concepts its clearly visible, game rarely gives hearts, has no money or experience system from Aggelos 1 - making it artificialy difficult. Also keeping concept of "refreshing enemies" as you make a small jump etc. mistake here gives even more frustration. Decent Wonderboy style platformer however.
Aggelos 2 is a solid B-tier Metroidvania that unfortunately is plagued with crashing issues on Steam Deck/Linux; I'm not sure how replicatable the bug is but it crashes from the map a LOT. I've lost probably an hour and a half's worth of progress from all the crashes added together. Putting that aside, I like how the energy blast almost gives the game a 'shmup' energy, especially at the midgame when you gain the ability to fly in any direction. It puts Aggelos in a unique niche, like if the Amiga's Thexder was actually fun to play (sorry, Thexder fans, for the sacrilege). The art direction now resembles the Wonder Boy/Monster World games of the Sega Genesis and I think it's a good upgrade. I like the biome art and the enemies are super cute. THOUGH, I do think additional environmental detail would improve some rooms-- you definitely get the sense that they were designed for enemy encounters first and utility second, kind of like the IGAvania games. But unlike the IGAvania games, there's no XP, no gear/items dropped by enemies, though you can pay money to upgrade your sword/shield at different spots on the map and there are a few item shops to get extra upgrades from like heart containers. Importantly, you also can find these in the world so there is a reason to check every exit. The map is quite large for a medium-length game, which should satisfy people who want a bit of meat on the bone. Backtracking is not as satisfying as it is in other Metroidvanias, but at least you can unlock fast travel between every save point by the midgame, and that is a very good boss reward. Other boss rewards include heart containers, key fragments, and sometimes important switches that open new paths, sort of like the big buttons from Super Mario World. There are 100 eggs to find and bringing them back to the town hub will reward you at certain milestones with additional currency or hearts. I do like this, in the same way I liked the collectathon angle of Gal Guardians: Servants of the Dark, but unlike that game, there's still plenty of other upgrades to find via exploration. THOUGH, I think there could have been even more. My only real major issues are the crashing, and a somewhat limited enemy variety. New enemies are introduced with most biomes, but rooms across those biomes tend to have the SAME ones. I at least noticed that some enemies from later biomes started spawning in earlier biomes ala Raider Kid & the Ruby Chest, so I appreciated that. But it can definitely verge on tedium to go through 8-10 rooms fighting the same skeleton with a dark axe throw, some rooms of which look nearly identical. I'm also not sure yet at my point in the playthrough if there's any way to charge up healing beyond just getting more vials. Their base heal is 3 hearts which starts to feel anemic by the time you have a max of, say, 10. But in the absence of a true killer Metroidvania this year, I'm happy to have solid releases like Aggelos 2 to tide us over until the next Big Thing arrives, whatever that may be. It's a definite improvement on the original and it has its own special charm to it, it just won't be topping my GOTY list.
absolutely loved the first game as a wonder boy-esque adventure, but this game really feels like it found it's own groove <3 everything feels snappy, fun enemies, lots of secrets, rippin' music, and beautiful pixel art to boot (seriously loving a lot of the enemy designs!) definitely worth pickin up if ya want an old school metroidvania :)
[i]---See where this game landed on my Metroidvania Tier List beneath this rec!---[/i] I was pretty bored at first, but with that second hour of play the game really ramped up and hooked me. Aggelos 2 is a great [i]retro[/i]vania that I'd rank somewhere alongside [b]Alwa's Legacy[/b], [b]Elliot Quest[/b], [b]After Death[/b] and [b]Raider Kid and the Ruby Chest[/b]. One thing that differentiates this from most other metroidvanias is that your character will learn to momentarily fly. It's well implemented and the world is designed around this mechanic. The game does the [b]Deedlit[/b] thing, where you toggle between two forms that are a little different from one another. While in red form, you can destroy red bullets, while in pink form you can destroy pink bullets. You're working on 2 different maps throughout your playthrough (a light and dark world) which is pretty cool! The map is quite basic like the original [b]Castlevania[/b] & [b]Metroid[/b] grid maps. Biomes aren't distinguished on it and everything is in the same colour. Save points and warp portals are marked, as well as some key NPCs and upgrade spots. Missing collectables aren't tracked in any way, but you can place markers on your map. I found myself 1 egg short at the end and had no way to tell where it was without revisiting every single tile of the game again. The dev has stated that they plan to patch into the game a way to help you find your missing collectables. After I killed the final boss, there was plenty more for me to do to get the good ending: map to explore, bosses to kill. I played on Hard difficulty. Some of the bosses got decently challenging and took multiple tries, though nothing was too crazy. ---------------------------------------------------------------------- [i]There isn't enough space in a Steam Rec to post my entire Tier List, so I cut off the bottom tiers and just left the games I liked. You can find the latest (and better) version of the Tier List on this google doc which I routinely update, located here:[/i] [url=https://www.reddit.com/r/metroidvania/comments/14l87nn/my_large_metroidvania_tier_list/]Tier List[/url] ===================== [b]My Metroidvania Tier List (PC)[/b] [i] (excluding Metroid & Castlevania titles)[/i] ===================== [i]-Not an objective list, purely how much I enjoyed the games-[/i] [b]S+[/b] Aeterna Noctis | [b]S Tier [i](Truly Special)[/i][/b] Astalon: Tears of the Earth | Hollow Knight: Silksong | MIO: Memories in Orbit | Hollow Knight | Master Key³$ | Monster Boy and the Cursed Kingdom | [b]S-[/b] Solateria | Blasphemous 2 | Cathedral | Crypt Custodian³ | [b]A+[/b] Afterimage | The Last Faith | Supraland³ | Supraland: Six Inches Under³ | Oolo³ | Frogmonster³ | [b]A Tier [i](Amazing)[/i][/b] Elderand | Ori and the Will of the Wisps | Doomblade^ | BioGun | Zexion | Chronicles of the Wolf | Kotama and Academy Citadel | Blossom Tales 2³$ | [b]A-[/b] Ender Lilies: Quietus of the Knights | Depths of Sanity | F.I.S.T. | Pampas & Selene | Ender Magnolia | Mandragora | [b]B+[/b] Blast Brigade | Haak | Turbo Kid | Nine Sols | Bo: Path of the Teal Lotus | Biomorph | Minishoot’ Adventures³ | Banjo-Kazooie³ | Banjo-Tooie³ | Donkey Kong 64³ | [b]B Tier [i](Really Enjoyed)[/i][/b] Animal Well | Alwa’s Legacy | [b]Aggelos 2[/b] | Steamworld Dig 2 | Islets | Blasphemous | After Death | Pronty^ | Mortal Manor* | Escape From Tethys | Outbuddies DX* | Monster Sanctuary | Elliot Quest | Rebel Transmute | Moonlight Pulse | Environmental Station Alpha | Twilight Monk | Death’s Door³ | Pipistrello and the Cursed Yo-yo³ | Yooka-Laylee³ | Raider Kid and the Ruby Chest | [b]B-[/b] Shadow Labyrinth | Haiku, the Robot | Prince of Persia: The Lost Crown | The Mobius Machine | Ultros | Voidwrought | Crystal Project³ | Shattered Divinities | Unsighted³ | Tunic³ | Prey (2017)³ | Possessor(s) | Before I Go | [b]C+ [i](Fun)[/i][/b] Lone Fungus | Lone Fungus: Melody of Spores | Guns of Fury | Bloodstained: Ritual of the Night | Laika: Aged through Blood | Ghost Song | Kunai | Kingdom Shell | Axiom Verge | Treasure Adventure Game | GigaSword* | Infernax | Flipwitch# | Momodora 4 | Momodora 5 | HunterX | HunterX: code name T | Gestalt | Alruna and the Necro-Industrialists | Super Roboy | BladeChimera | AntiChamber³ | Blossom Tales³$ | Mask of Soul | Tiny Dangerous Dungeons Remake | MF-01 Aerostrike^ | Infinitevania* | Fatal Claw | Xanthiom 2 | [b]C Tier [i](Enjoyed)[/i][/b] The Throne | Plague of Yamorn* | Constance | Column on the Sea | 9 Years of Shadows | Jrago* | Xanthiom Zero | Carrion^ | Chasm | Wuppo | The Mummy Demastered | Catmaze | Curse of the Sea Rats* | Death’s Gambit: Afterlife | Castle In The Clouds DX# | Omega Strike | Aggelos | Midnight Castle Succubus# | Overbowed | Rabi-Ribi | TEVI | Far Star | Sheepo | Skelethrone: The CoE* | Unworthy | Undivine | Somber Echoes | Oirbo* | Ato | Side Scape³$ | And All Would Cry Beware³ | Lycanthorn 2³ | Gravethorn | Vomitoreum³ | Maid of Salvation³ | Kalinur | 100 Pumpkins 2 | Grumpy Jack³ | Sealed Bite | Jedi: Fallen Order³ | Little Nemo and the Guardians of Slumberland | Arkham Asylum³ | Omnigon | SJ-19 learns to Love | Paradox Vector³ | The Prisoning: Fletcher’s Quest | Hargrave | Bread Adventure | EldritchVania |
This game really rugpulls you. For the first 5-10 hours I had a blast, the metroidvania aspect is well done, the gameplay is entertaining, it really hits that colourful, fun Wonder Boy vibe, and even on hard mode it's challenging but fair. Although the dark/light mode swapping mechanic is annoying, it's used well in some of the puzzles. I would have made some different level design choices and it could use some QoL improvements, but nothing major. Suddenly around mid-game, though, it just hits a wall. Although previous bosses utilize the form swapping mechanic, they're pretty fair. Then you run into a boss that just spams the entire screen with an overlapping bullet hell mess of attacks, requiring you to juggle switching forms every 1-2 seconds, while evading and blocking, and also trying to keep track of which form you're in so you don't waste a charge on the wrong skill when trying to heal. Not to mention it has such a spongey health bar that I thought I must have missed some prerequisite. The sudden difficulty spike combined with needing a mastery of the frustrating swap mechanic to deal with an objectively badly designed boss fight completely halts progression. The pacing is completely ruined and it doesn't even feel like the same game. I'm not necessarily mad about the design choices. If you want to make a hair-pulling bullet hell game, sure knock yourself out. But don't just drop it into a totally different game that could stand very well on it's own merit, after players have already sunk hours into it. It feels like aging a steak for 60 days, cooking it to a perfect medium-rare, and then dumping a bottle of ketchup on it.
A video review can be watched here: https://www.youtube.com/watch?v=HfIqsGQqwos For those who do not want to watch the video: Playtime: 10 hours and 20 minutes Completion Rate: 93% (Story Completed) Pros: - Fantastically nostalgic colorful visuals and a matching, wistful soundtrack to really hammer home that 90s vibe. - I honestly cannot remember the last time I had so much fun exploring a metroidvania world like I did in Aggelos 2. Every single nook and cranny of the setting hides a variety of collectibles for you to claim, ranging from health, magic power and equipment upgrades, all the way to enigmatic artifacts whose use you’ll have to uncover yourself, as well as spells and tools that vastly improve combat and traversal. - Excellent balance between collectibles discovered in the wild and those available at merchants, with the items found across the setting significantly outnumbering the merchant offerings, a ratio which I feel should be set as an example to be followed by games that incorporate NPC traders in order to avoid making investigation of the map for optional treasure meaningless. - Unbelievably satisfying traversal ability acquisition progression, on top of the abilities themselves being quite entertaining. For example, early in the game you acquire a chain that works as a hook-shot which allows you to latch onto walls from a distance. I initially found it to be a bit awkward to use and thought it would have been much cooler if I could also climb up a wall after latching onto it, only to eventually find an additional upgrade that allowed me to do exactly that. - Early in the story you gain access to a corrupted version of yourself that has its very own special skills and modes of attack, with you being able to switch between your good and bad self at will. Each form is not only capable of interacting with specific parts of the environment, like different trap types, but also able to negate specific enemy attacks, with the latter being mainly related to bosses, as we’ll see later on. This corrupted version also opens up the way for you to explore a second map by allowing you to enter specific portals, with that new setting being in similar size to the main world, only much darker and more hostile. On that note, I should say that I didn’t really use the evil form that much since I found the good one to be more efficient in combat and just as effective in platforming, and once I got stronger I could face-tank, or avoid, most of the traps and attacks relevant to my bad side if necessary, so no problems there. Whether that’s a positive or a negative is in the eye of the beholder, but for me it was the former. - Platforming-wise, there’s really not much to say here since, while the game does feature some acrobatic gauntlets, they tend to mainly be on the simpler side of things. There are a few of them that might make you sweat just a little bit, and, overall, all of them are fun in a generic way, but platforming is definitely not one of the game’s strong suits, especially since your flight ability can take a lot of the bite out of nearly all of it, and once you’ve significantly upgraded your armor, health points and health potions you can just take the hurt head on, for the most part. - Combat-wise, this is the second most entertaining aspect of Aggelos 2, mainly because it is simple, destructive fun. On a basic level, our angel is capable of fighting in, both, melee as well as ranged fashion. Your ranged attack is carried out via a bracelet that shoots energy blasts, Mega Man style, and your sword takes care of close quarters engagements. While I did use my blade from time to time when necessary, the vast majority of my fights were spent shooting at monsters from afar, not just because it was safer and more convenient but also because it was incredibly enjoyable in a straightforward, back-to-basics kind of way that will never get old. Your battle arsenal is complemented by a few spells you will acquire, which are powerful and can be unleashed at the cost of energy. Your weapons and armor can be upgraded by finding some hidden shrines and paying a fee, and your spells are improved by visiting an alchemist. - Lack of any death penalty and a generous checkpoint system for keeping collectibles gathered before perishing. - Bosses are quite entertaining to face off against, though there is one thing that could probably be tweaked a bit to make the fights against them more meaningfully entertaining. More specifically, many of the villains you’ll have to deal with here have attack patterns that I can only describe as insanely chaotic and bordering to bullet hell situations. The idea behind these bouts is to force you to quickly switch between your two forms in order to negate the assaults relevant to each one and then retaliate, but the pacing is so hectic that it would require an insane amount of quick switches to do that, thus, I just opted to stay in my good version, avoid what I could and just use potions to mitigate damage while trying to defeat the bosses as fast as possible, which I’ll admit was a challenge I did enjoy, but probably not what the developers had in mind. Cons: - The game’s control scheme becomes somewhat convoluted the more abilities you acquire, since there are quite a few of them and they all correspond to different buttons, which led to some frustrating situations of me accidentally activating the wrong skill during hectic instances of going through trap and enemy-infested areas. - While, both, the good and bad versions of Aggelos have mostly shared elements that do more or less the same thing, a few of them, like your healing potions, have a different effect, with your good side using them to recover health and your bad side consuming them to gain a speed boost, which led to some wasted usage as I found myself in situations where I wanted to heal but got a speed buff instead due to muscle memory. - While I really liked the juxtaposition between the two maps I explored, since each one featured radically different themes and hazards, I will say that both worlds could sometimes feel very punishing as they threw numerous enemies and pitfalls at you simultaneously in a chaotic way. - The map overview is kind of a mixed bag and could definitely use some quality-of-life improvements. Overall, the overview uses the classic castlevania design, which I know a lot of people dislike but I personally love. Said map allows you to place a total of twenty manual markers, which is great since, aside from save points, portals and your own location, nothing else is marked on it automatically, so make sure to start using them immediately to save yourself some future troubles if you plan on going for 100% completion. Also, there’s no zoom, which can get tiresome for the eyes as you squint in order to detect places you may not have visited, as well as when placing manual markers, since you see everything in very small size. This is problematic for fast-travelling as well, which you carry out through save points, since, once again, the zoomed-out map can make it hard to distinguish the little green mark that pinpoints the save-spot you’ve currently selected. - One of your spells requires of you to point the analog stick up while pressing the ranged attack button in order to perform it. Problem is, controls are too sensitive when registering the movement of the stick, and will often consider it pointed upward even if you aim it up at an angle by accident, which did lead to some random spell attacks when all I wanted to do was move forward and shoot. - Some minor bugs (see comments). In conclusion, Aggelos 2 is an incredibly fun metroidvania game that pays glorious homage to some of the best action RPGs of the late 80s and early 90s while infusing lots of modern sensibilities to the formula, effectively resulting in a concoction that exudes nostalgia without being bound to its limitations! Final Grade: 8.5/10
Great game. Reminds me of Super Adventure Island for the SNES, but if Megaman was the protagonist.
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