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To convey this within the visual of the locations, or music will not be enough.
How, then, to reveal the game through silent characters?
Each new part should be significantly different from the previous one. Of course, there is a place for old mechanics, similar game bosses and everything else that evokes a sense of nostalgia and refers to the previous parts...
However, you are not playing a copy of the first part, but a separate part. And in fact, each part tells its own story of its state affected by the impact of Blight. Therefore, each time the player must be initiated into a new story, doing this through notes and dialogues...
In this part, everything looks large-scale: from the game map, up to new mechanics, a redesigned combat system, with the introduction of a full-fledged economy, and everything else.
And with the new patches, in addition to fixes and balance, NG+ will be introduced, the ability to replay boss battles, as in the previous part, and there will be even more basic content...
And only the olds will remember the first passages, how we "burned in anger" from the damned rats, ran for a long time through the teleports of the Scarlet Forest without additional ladders, how we passed the Arena Tower before it was fixed, or farmed materials to AFK to buy back all the Magic Vial, which cost 1 million materials in last sell.
All this has touched on a fix that many people may know about, but not everyone has been able to experience it for themselves.
This isn't like in Lilies where everything had fallen by the time you awake, of course there's NPC's who interact with us
I mean, first game had basically nothing while second one has too much.
It should have been a mix of both.
During the save place you can see a dialog message on the upper right corner.
I think in most cases I was just spamming A button just to get rid of the notification.
P.S.
Ori has the exact same issue regarding characters and dialogs.
Cheers!