The Fall 2: A Significant Stumble

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The Fall

In early 2017 I reviewed the indie game, The Fall. For a small game developer, Over The Moon delivered a well received product for their first game, and have followed it up with The Fall 2: Unbound.

Since four years separated the release of the two games, the developer helpful included a recap of season one. Unbound begins shortly after the original ended, with the protagonist, ARID, deposited in a discarded heap of parts. ARID (an intelligent super suit) spent The Fall continually overriding and violating her parameters to save the human inside her, only to discover that she was empty. As a result the station deemed her dangerous and discarded her.
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In The Fall 2, ARID is not content to be abandoned and destroyed. Like the previous game, she begins to set her own rules, and the first is “Save Myself”. ARID pursues this goal with a relentless focus. She is being prohibited from accessing her body, and instead searches a digital neural network to find who is blocking her. In the first third of The Fall 2 she meets three other robots; a butler, a monk warrior called the One, and a female companion-bot on a military base. Aside from traveling around the big, empty, gray, and dull neural world (which at least improves later with the ability to fast travel from host to host), the game revolves around ARID invading and interacting with these characters. While the characters appear simple in name, each brings their own charm. In their initial encounters ARID abuses the hosts in her quest to save herself. She achieves her desire only to see it turn to defeat. In despair ARID reevaluates her situation and realizes that she needs the help of others, not their domination. She sets a new rule, “Save the Hosts”. In this second part ARID alternates between the three hosts to move forward on separate quests to save them.

The Fall 2 improves on the game play of the original, but it's not perfect. The core mechanic is the point and click, interacting with objects and the environment. It still suffers from too many objects to interact with. The developer shouldn't make it possible to click on so many options, if they have no result. The icons clutter the screen and distract from the background visuals. Unbound still requires trial and error to determine the association of objects, though they are not as obscure as those of The Fall. Aside from these, The Fall 2 introduces a variety of new puzzles. After deciding to help her hosts, ARID gains the ability to see through the perspectives of others. She uses the Companion's optimistic and helpful attitude to inform the One, uses his elitist and focused mindset to help the Butler, and uses the Butler's utilitarian and obedient point of view to aid the Companion.
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Even after deciding to help the hosts ARID is still selfish. Over the second half of The Fall 2 she rewrites her code to unlock her empathy. ARID learns that empathy and understanding are more useful than the manipulation and domination she practiced before. At last the villain says,“True control exists when those controlled enforce their own boundaries.” When ARID hears this, she recognizes it as her own behavior. She had viewed others the needs of others as irrelevant, and their-selves as disposable. Hearing it from the enemy she rejects it entirely.

Like the first game, The Fall 2 occasionally forces the player to engage in combat. The game includes more options and yet the combat seems worse. ARID locks onto enemies to shoot them, while jumping and deploying shields to avoid incoming fire. The developer should have avoided combat entirely if this was the best system they could devise. The One displays a more interesting combat mechanic, but it's only a minor improvement.
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As the end of The Fall 2: Unbound approaches, ARID is on her way to victory, but needs more time for a conclusion. So don't be surprised about The Fall 3, whenever it releases.

In conclusion, The Fall 2: Unbound makes significant improvements in point and click game-play, visual effects, and a better variety of puzzles. The combat is either the same or worse. But the biggest shift is in tone. The original Fall focused on ARID's internal rules, which she altered many times to overcome difficult situations and her own inadequacies. Unbound mostly discards this feature. The tone of the first Fall was also more coherent and darker. Because ARID spends most of the game cohabitating in three different robots with diverse personalities, it loses the sometimes horrific and macabre tone of the original. The sequel loses something, becoming unfocused, even though these new characters provide unique perspectives. The Fall 2: Unbound isn't much different in quality from The Fall, but the expectations are higher, and while the developer doesn't collapse, they do stumble.

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