Still, I hoped that story would somehow expand on bizzare Kindergarten universe and make sense of creepy things that are happening in it…except it did not. At times, I have found myself just skipping through dialogue as the game made it far too obvious what option is proper. What it causes is that sequel completely strips a requirement to pay close attention to dialogue, as after you have started the quest, there is only obvious course of action you can take. To simplify things even more, NPCs now tell you exactly what they want instead of veiling it with some flowery language. If debut required you to do some guesswork to figure out how to start a questline, Kindergarten 2 “kindly” offers you a story map which explicitly tells you what to do: which items to bring, who to talk to and even in what order you should talk to several people. Specifically, it streamlines the way you get the info. While the main gameplay mechanics remain the same, Kindergarten 2 mistakenly assumes that its main strength is in immaculate writing and chooses to remove any hurdles that could have stopped you from enjoying it. Only sequel is somehow a little bit worse. You may wonder why I took so much time talking about Kindergarten if this is supposed to be a review of a sequel. How right was my assumption? Well… What went wrong With a new price tag, I assumed that game packs more content and improvements over the ideas of the original to justify it. Kindergarten 2, meanwhile, is a bit pricier. For a price of 5 dollars, Kindergarten gave me enough joy to make me yearn for more. The game did not overstay its welcome as full playthrough takes about 5 to 6 hours. There was not much time for that realization of the game’s flaws to fester, however, as it was quite short. Each completed quest line made others more trivial and by the end, I was just clicking through obvious choices to see the ending. Once you figured out what items belonged to what questlines, it was simply a question of proper sequencing, as narrowing down of options left little room for second-guessing. This core principle worked specifically because Kindergarten dared to be obscure. As a parting gift, they bestowed you with an item that opened up a new questline…and so on, and so forth, until you were equipped to tackle the ultimate mystery. Through trial and error (and occasional hilarious death scenes) you might have just ended the day with getting an absolute trust of another kid or a teacher. While game did mark down important hints for you, they were obscure enough to make you do some legwork. It is that gameplay loop of getting new information and putting it to use that made me so enthralled with the game. That’s not the only thing which will feel the same, unfortunately
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