R4gegamingstudios Jan 29, 2014 @ 9:06am
First one is sooo much better!
Valley 2 controls are horrible! First one i could actually move! Liked the first one hated the second because of controls and it feels as if its rushed.... My opinion play the first ignore the second! (i changed to WASD and my character was very slow on vally 2)

Still awesome graphics but sorry devs the first one impressed me the second i just could not stand!
Last edited by R4gegamingstudios; Jan 29, 2014 @ 9:07am
Showing 1-15 of 16 comments
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gimbal Jan 29, 2014 @ 10:23am 
Agreed. I sort of enjoyed the first one so I assumed the second one would be even better; how disappointed I was. What happened here I wonder!?
KaYoUx Feb 6, 2014 @ 5:03pm 
so i guess they did not fix the controls?
SketchSlayer Feb 11, 2014 @ 7:27am 
It seems like the second isn't even related to the first, the only real links are name and what little backstory the games have...
Jokaabel Feb 24, 2014 @ 11:44am 
Originally posted by R4gegamingstudios:
Valley 2 controls are horrible! First one i could actually move! Liked the first one hated the second because of controls and it feels as if its rushed.... My opinion play the first ignore the second! (i changed to WASD and my character was very slow on vally 2)

Still awesome graphics but sorry devs the first one impressed me the second i just could not stand!

the two games are aimed at completely different people

the first game is more of an open sandbox as there is really no end to the game until you reach a door which is unreachable due to the randomly generated nature of the game. the second games is more story focused for those who felt that the original had no real goal other than to get to the next continent.

hope this kind of helps

Last edited by Jokaabel; Feb 24, 2014 @ 11:45am
BerZerk Mar 4, 2014 @ 10:16am 
Shhhhhhhhhhhh.
=[RoS]=Justinpcgamer Jul 19, 2014 @ 6:46am 
1st one was about 1000x better
Pastici Jul 31, 2014 @ 11:12am 
Got to agree with you, I just played the second for about an hour and it really didn't grab me in the same way, feels way more clunky than the first, the combat isn't satisfying at all.
Lord Quinton Sep 10, 2014 @ 6:34am 
having played the first extensively, and played several hours of the second, i have to agree the first was much better. being told that using mouse aiming essentially breaks the game is ridiculous, enemies attack you from every direction and many of your spells are hard, if not impossible to control effectively without mouse aiming, its akin to the devs telling us to all play with 1 hand as 2 hands give you too much of an advantage. (drive that manual car with only 1 foot, 2 feet gives makes it too easy)

The overworld strategic gameplay seems half thought out at best, tiles are supposed to open up only when you purify other tiles, yet they seem to open up totally at random whenever you complete an action in any tile. Monsters have no restrictions on their movements other than moving 3 tiles max, so they can destroy multiple buildings, or attack multiple resistance members as long as they have the hp. Starting with all of your most important structures a single turn for monsters from where they spawn means that you have no time to figure out a strategy, and not being able to see anywhere prevents you from moving in a coherent direction.

Let me give an example: I completed a level up tower and the tiles around it 'purified' themselves, activating a deep gate, and since mobs spawned that turn the gate got them too. So i sent 2, 9 hp soldiers to attack the gate, the first soldier never got there, he took 3 hp from the dangerous area he was in (46% threat) and the 2 mobs from the gate and 1 from the overlords palace gangbanged him into oblivion (they had 2 hp each) Second soldier took 2 hp dmg from wild animals, i moved him onto the gate, he took 3 dmg from wild animals, a 2hp enemy hit him and he failed to destroy the gate on his next turn, which is when 2 more mobs spawned and killed him. by the time i hit turn 7, i had 3 gates active, some of which activated when i purified a square on the opposite side of the map from them, and had 9 mobs running around the map wiping every structure out there.

The tutorial is horribly placed as well. You need to know everything about the overworld map from your very first turn or there is no way you can have any chance at winning, and yet every 3-4 turns it dolls out some bit of wisdom you shouldve been told long ago. I have to wonder if the devs intended you to lose horribly on your first game, just in order to learn how to play.

I'd point out more issues but i think i've already thrown enough wall of text at people.

Robin LE TROLL Oct 21, 2014 @ 8:13am 
I prefer 2nd one because of the graphics, atmosphere, and real story / campaign.
1st one fails at basically everything it tries to be, while 2 is a passable "rogue-like" game.
54/100 on metacritic for 1st one and 68/100 on the second one seems like representative marks for what is in there.
Last edited by Robin LE TROLL; Oct 21, 2014 @ 8:14am
zverozvero Oct 21, 2014 @ 6:58pm 
Originally posted by quinton0227:
I'd point out more issues but i think i've already thrown enough wall of text at people.

:berserk::fmad:
First one cant bicker player into oblivion only since there is no dead end except bad level building and, may be, ghost army, while second one has some goals and timers. And thats basically it.
Unit/level design change from huge bottomless pit with 2-screen sized mob in the end is nice change of pace by me, but it dont mean that first was bad - just different. Mouse aim part is not forced upon, just a way to enchance expeience, cause mobs were reduced to fit in screen and not destroy from 5 screens away (mostly... some still do such s--- but whatever). Same is for slower (clunkier) movement, but i cant really say i prefere extreeme mobility of 1 over bit grounded second. Still, by leveling one get more mobility. Preset spell sets are not that awesome compared to free crafting system, but it adds more divercity than it takes away - said whip wont see much use in 1, but when you have it mandatory for some reason in 2 it become 'why not' type.
They could set 'normal' difficulty one step lower really to make learning smooth and all, but starting at middle-top level is players choise in the end.
Neko_Baron Oct 29, 2014 @ 7:23pm 
You get both games, they play totaly different, and lets be honest who the hell actually wanted to explore every tile in the frist game with 60 room houses that were mostly blank room endlessly going around in circles having to make a new hero everytime you died then get killed by your own ghost.

Play the 1st one if you want super grinding hours of wondering and needless items and combining.
Play the 2nd if you want a more focused game thats got less to do but you wont feel as lost or confused with.

I liked both, and serriously the combat and platforming in the first one was a joke at times. Spawning platforms to stand on anywhere was silly : p .
cromignon Nov 6, 2014 @ 11:38am 
Originally posted by YIFFNeko_Baron:
You get both games, they play totaly different, and lets be honest who the hell actually wanted to explore every tile in the frist game with 60 room houses that were mostly blank room endlessly going around in circles having to make a new hero everytime you died then get killed by your own ghost.

In the first game, it tells you in the tutorial to pay attention to the minimap, that you don't need to explore everything because anything worth collecting is already marked for you.
Hobocannibal Nov 6, 2014 @ 1:23pm 
despite this being a reply to a long ago reply @quinton, thats weird, the only squares that should be purified are the one you purified, the 4 squares surrounding it, and then any caves and special areas that neighbour a purified square, these can chain until there are no longer any special tiles touching a purified square. The affected tiles are marked with yellow arrows on the main map when standing on a purifiable square.
Last edited by Hobocannibal; Nov 6, 2014 @ 1:24pm
TentacleMayor Nov 7, 2014 @ 1:14am 
Honestly, the permadeath/character generation in AVWW always seemed unnecessary. It wasn't a good idea when combined with all the enchantments you had to keep track of. You'd have your character customized just the way you wanted, and then when he died, you'd have to either play a different character and mess around with enchantments again, or tedioudly reroll until you got one that was like your previous. It was nice to have a lot of customization but it got to the point of being a little too fidgety.
Last edited by TentacleMayor; Nov 7, 2014 @ 1:16am
Epic The Incandescent Dec 10, 2014 @ 4:03pm 
Originally posted by cromignon:
Originally posted by YIFFNeko_Baron:
You get both games, they play totaly different, and lets be honest who the hell actually wanted to explore every tile in the frist game with 60 room houses that were mostly blank room endlessly going around in circles having to make a new hero everytime you died then get killed by your own ghost.

In the first game, it tells you in the tutorial to pay attention to the minimap, that you don't need to explore everything because anything worth collecting is already marked for you.
BUT BUT THOU MUST CHECK EVERY ROOM! THINK OF THE LOOT!!!!!
^^^^ is why I kinda fell out of valley 1, that and the music in a few areas being abysmal
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