The lights are on
What new ideas the game brings to the table and how well old ideas are presented.
How good a game looks, taking into account any flaws such as bad collision or pop-up.
Does the game’s music and sound effects get you involved or do they make you resolve to always play with the volume down?
Basically, the controller to human interface. The less you think about the hunk of plastic in your hands, the better the playability.
Flat out, just how fun the game is to play. The most important factor in rating a game.
Over four months after the first episode’s release, République returns with the next entry chronicling protagonist Hope’s stealthy quest to investigate and escape the confines of an oppressive regime. Episode 2 features a new area of the Metamorphosis base, and additional powers and enemies, but most of the core gameplay mechanics remain unchanged. Things pick up immediately after the cliffhanger ending where it seems our heroine is busted. As you probably figured, all is not lost for Hope. You are immediately back to zapping between security camera perspectives, scanning the environment with Omni vision, and tapping the screen to tell Hope where to sneak next. These core mechanics, for better or worse, remain unchanged from the last episode. The unique, custom interface works far better on touch screens than most attempts, but it can get tedious to constantly change the camera angle to get a good view of the action, puzzles, or simply the door you’re trying to get through. Tapping the screen to direct Hope works fine 95 percent of the time, but sometimes she will take cover against the wrong side of a pillar or walk right in front of an enemy to get where you’re telling her to go. Getting captured for these rare pathing errors is no fun, but after a warm-up period you can learn to avoid potentially risky strategies and play it safe around enemy soldiers. Shaking things up this time are new ARC Prizrak enemies that have taser-proof armor and randomized patrols. You can’t simply watch their routine and sneak by when you know they’re going to stop and look at a plaque. The difficulty in any room ramps up with these unpredictable guys. However, hiding in some plants and waiting until they leave is easy enough in most cases. If you’re not patient enough to wait them out, you can always use the new patrol prediction Omni power to see a yellow line of their upcoming route. Another power allows you to see Prizrak through walls, handily preventing a surprise strike from around the corner. These new tools are helpful, but not vital. So if you’re not interested in finding collectibles and turning them in for cash to buy the power-ups, you won’t have a problem reaching the end of the episode.