This time, Abe will lean or a twisted plot involving the bones of his ancestors. The Glukkons are up to no good again and only Abe can restore peace to the dead and rescue even more Mudoken than before. This is Abe's Exoddus.
The Weirdos" who plead for Abe's help in stopping the Glukkons from digging up Mudoken bones at Necrum (the Ancient Burial Grounds).
Abe and some others go off in search of Necrum but struggle to hold faith during the day's journey until they catch onto the trail.
After infiltrating the grounds (now a Mining Facility), does Abe predictably end up falling off a cliff and away from his pals and the main path, and ends up alone just like last time.
I know it's been a year since I wrote a Review of the first game, but I've been busy and I realised that now's the time to get round to writing up a post on the hit sequel.
I remember when I first started playing this game, the same time as I started playing the first one with my neighbours at the time. We were entranced by the dark beginning of this game and how it caught our attention when I was in Primary School.
Blind Mudokens, where there eyelids had been stitched up close... that must be demented to even think or go through, even for a PS1 game to show right from the start!
The game did give me chills even before starting but I do enjoy playing it because it felt like the previous one but with a lot more to it whilst retaining that same simple layout as the first one.
The Gamespeak had grown bigger including Abe's voice hitting puberty and he had a couple new phrases and actions too.
Glukkons, Scrabs and Paramites compared to just being able to control Sligs. Now we could manipulate more enemies in the world to help us advance further as well as have a little fun with them. Whether that meant making them order others to do their bidding, watching them move around or just ending their lives as if they meant nothing, once Abe's had used his chanting ability to possess them.
And thank the Odd, for the amazing new Quicksave feature which allowed us to make a quick save in less than 5 seconds and would helps us return to that very spot after our unfortunate demise. But it must be used carefully, you don't want to quick save right before dying or falling otherwise you'd be caught in an endless loop (done that before). So it's best to still save to the Memory Card if you want to return to the game later. The quick save is just another fallback but it can't be loaded when starting the game up.
I'm glad that the side-scrolling effect was simple and just like the GameBoy, you can see only so much on the screen ta had been programmed on screen and only by moving off screen would more of the environment be shown and explored, which is a cool method compared to first-person games nowadays where you have to keep a swift eye out at all times.
YouTube Walkthrough on how to find more Mudokens and reach hidden locations. The clue was discovering Green Bottles (don't start singing the song) and that if you see those in the room, there's bound to be a hidden ledge that will take you to a secret location to find more Mudokens. You'd know by the achievement tune that's played in both games and maybe see a Smiley Face graffiti somewhere.
Like Lewis, Tom and I did with the first game, we wrote down cheat codes to skip to levels or to watch cinematics. And we cheated to make Abe's invulnerable and watch the enemies try to kill him and they'd have no effect. Plus we found a loop in the game where we could save 10 Mudokens repetitively after like 30mins of gameplay which is how I achieved 300 Mudoken Good ending once, but not in a cheat free way, yet ha.
Flying Sligs were packed with explosives but were fun to control once you'd possessed them. The Fleeches were frustratingly invulnerable f***ers who'd follow you up and down ledges until they'd consume you, they were a b*tch to evade or avoid from.
Also by holding down the L2 button for Abe and the Glukkons, we have an extended set of speech options if we were to call out more than one individual. It seems hard but if you look in the manual, you'll see the list of phrases when holding down either L1 or L2 and pressing any of the shape buttons.
It's good to see that the sequel was far bigger than the first game and we have 2 Disks to prove it. The plot may have been darker and a bit sinister but it was interesting that Abe would uncover a plot where a drink had more in it than an addictive taste. I almost thought in the beginning that his buds would help him out but they fell to the drink's addiction and it was up to Abe to cure his sick friends as well as uncover the dark ingredients.
Scrabania and Paramonia from the first game, only they were far more native and had Mudoken connections from the past. And the game resembled the same layout as the first one thanks (it runs on the same engine) to Abe having to survive 2 temples in order to be rewarded a power that would help him. It's not lazy but to me, it's more genuine that even if it's the same as before, it's still uniquely different instead of just slapping a new title on this sequel.