Let’s Play EoTB 2 #21: Tricky, Trying Tests
If you thought that all the tests and challenges were limited to the first tower the party scaled, then I’ve got some bad news for you. Puzzles are one thing and have been rife throughout this game and the previous one, but the tests and challenges we’ve faced in both this game and the last go far beyond the remit of simple puzzles. Whether its through limiting the party’s resources, presenting a group of very tough enemies with no way to avoid them or forcing the player to react quickly in a timed challenge, each one serves the same purpose of either gating off the rest of the game behind completing them or rewarding the player with something really nice for all their extra effort. The former is a lot more common then the latter especially when you get towards the end of a game, though providing non-compulsory challenges allows the player the option of trying something difficult that they may otherwise freely avoid if they’re happy not knowing what the reward for it was.
So far the second tower the party are climbing up has had its fair share of puzzles but it’s only a matter of time before we’re forced to undergo yet another test for some reason or another, likely for keys. The game likes making keys hard to get and sometimes you need to get a key to get a key, though I put that practice under busywork. The party is a lot better prepared then they were the last time a major challenge was put before them – the nightmare level in the underground section of the game – but if that’s going to be enough when the next tricky test comes along remains to be seen.
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