{"id":1615,"date":"2022-12-15T04:10:03","date_gmt":"2022-12-15T04:10:03","guid":{"rendered":"https:\/\/reddogfun.com\/index.php\/2022\/12\/15\/the-walking-dead-saints-and-sinners-chapter-ii-retribution-review\/"},"modified":"2022-12-15T04:10:03","modified_gmt":"2022-12-15T04:10:03","slug":"the-walking-dead-saints-and-sinners-chapter-ii-retribution-review","status":"publish","type":"post","link":"https:\/\/reddogfun.com\/index.php\/2022\/12\/15\/the-walking-dead-saints-and-sinners-chapter-ii-retribution-review\/","title":{"rendered":"The Walking Dead: Saints and Sinners Chapter II &#8211; Retribution Review"},"content":{"rendered":"<p>When it comes to VR survival horror games, you can\u2019t get much better than a nice handful of walker guts to make your mornings pass a bit more smoothly. At least, that\u2019s how things work in this post-apocalyptic version of New Orleans, which serves as the setting for 2020\u2019s exceptional The Walking Dead: Saints &amp; Sinners and its brand-new sequel, The Walking Dead: Saints &amp; Sinners \u2013 Chapter 2: Retribution. That\u2019s a mouthful of a name, pun intended, and yet it\u2019s less of a sequel in practice and more a perfectly serviceable standalone expansion to the original. Rather, it would be, if not for a series of sizeable and often game-breaking bugs that \u2013 when combined with the struggling computational power of the Meta Quest 2 \u2013 frequently make for a jarring experience that would fit right at home in a real zombie apocalypse.<\/p>\n\n<p>As in The Walking Dead: Saints &amp; Sinners, Chapter 2 has you romping around the Louisiana bayou as the Tourist, a survivor who\u2019s made a name for themselves amongst the locals following the events of the original campaign. Just like before, you can choose a few options at the beginning of Chapter 2 which determine things like your skin color and whether you play with a masculine or feminine voice actor, but character creation doesn\u2019t get much more sophisticated than that. In its favor, a first-person VR game doesn\u2019t really need a fancy character creator and it\u2019s great that it throws you right into the action after a short but skippable tutorial segment and an introductory cutscene.<\/p>\n\n<p>Speaking of the action, there\u2019s a lot more of it here than in the original \u2013 at least, prior to the far more combat-focused Meatgrinder and Aftershocks updates, which added an enjoyable wave survival mode and a series of endgame missions that are sorely missed in the sequel. It\u2019s a bit odd for the wave survival mode to be missing here, especially given the addition of new weapons like the chainsaw and the sawed-off shotgun, both of which are plenty of fun to wreak havoc with. It\u2019s satisfying to watch walkers split in half in a shower of blood \u2013  when the framerate doesn\u2019t completely screech to a halt on the Quest 2, that is, which happens more often than might be considered comfortable (especially considering the chainsaw is a melee weapon that requires both hands to use properly).<\/p>\n<p>It\u2019s satisfying to watch walkers split in half \u2013\u00a0when the framerate doesn\u2019t completely screech to a halt on the Quest 2.<\/p>\n<p>Whereas the first game focused on stealth by forcing you to slowly navigate a world sparse of resources necessary to fight the gradually overwhelming horde of walkers and hostile humans, Chapter 2 goes all-out with its combat, practically throwing weapons and other important resources at you from the first few steps out of the opening area. The loss of gradual progression from having basically no resources to being a powerhouse does lose some of the original\u2019s nuance; weapons feel slightly less valuable early on, lessening a bit of tension that once existed in regard to inventory management. But with loot more readily available, you don\u2019t need to scavenge with a fine-toothed comb anymore either, which makes for a relaxed change of pace that still feels scary since the quantity and aggression of walkers has been turned up a notch to accommodate.<\/p>\n<p>The increased action also makes it fortunate that Saints &amp; Sinners still offers the most entertaining melee combat of any VR game short of Blade &amp; Sorcery, featuring a wide variety of fully physics-simulated weapons that generally do feel good to use, each allowing you to creatively carve your way out of danger. Many of these, like the often convenient one-handed cleaver and Michonne\u2019s stylish two-handed katana, are both fantastic for beheading walkers on short notice. <\/p>\n<p>Michonne\u2019s stylish two-handed katana is fantastic for beheading walkers on short notice.<\/p>\n<p>Alongside the enhanced arsenal, it also sends a far higher number of enemies at you at any given moment, clearly straining the Quest 2\u2019s hardware. In some extreme cases, Chapter 2 begins to experience frequent crashes and other glitches that just make the whole thing less palatable across the board. One section of the campaign crashed seven times in a row \u2013 forcing me to lose 20 minutes of progress each time \u2013 until I went back to the home camp and threw every loose physics item into the storage bin. It\u2019s impossible to know if that was the main culprit, but by the end of that particular section, I was banging my head against the wall looking for solutions.<\/p>\n\n<p>As should be expected, there are a few new zones and a handful of new weapons to play with, but Chapter 2 is still filled with way too much content from the original game. Most of the time you\u2019ll be running back and forth through old zones like The Shallows, Bywater, The Ward, Rampart, and so on. A few of these locales don\u2019t even serve any story purpose this time around, and it feels odd that you can still visit them at all \u2013 like some vestigial organ hanging off of an aging corpse. (Please don\u2019t imagine what that would actually look like.) Be warned, however, that Chapter 2 does very little to explain the premise of ongoing events, aside from some expositional dialogue early on, and you might be a little lost if you\u2019re a first-timer.<\/p>\n<h2>What We Said About The Walking Dead: Saints &amp; Sinners<\/h2>\n<p>The Walking Dead: Saints &amp; Sinners is a noteworthy step forward for VR gaming, proving that a Deus Ex-like Action-RPG can feel right at home in a headset. Every one of its many interwoven systems clearly has a level of thought and care behind it, swirling survival horror and roleplaying staples together with nuance. Even though character customization can feel limited and the story is a bit short, The Walking Dead: Saints &amp; Sinners is a fantastic example of what VR can be. \u2013 <em>Gabriel Moss, January 27, 2020<\/em><\/p>\n<h2>Score: 9<\/h2>\n<p>Read the full <a href=\"https:\/\/www.ign.com\/articles\/the-walking-dead-saints-and-sinners-review\">The Walking Dead: Saints &amp; Sinners<\/a> review<\/p>\n<p>The issue is that Chapter 2 doesn\u2019t actually feel like a new game at all, despite a half-hearted continuation of the original\u2019s story. It carries several threads from the original to their final conclusion amidst a handful of new (albeit less interesting) characters, but this iteration struggles to feel as consistently paced as the original in more ways than one. None of Chapter 2\u2019s characters really make that much of an impact compared to the original\u2019s Casey, who had interesting and nuanced motivations in the first campaign. Each of your quests also feel railroaded to a specific conclusion no matter what you do this time. On several occasions, I killed an NPC to fast-track a specific mission, only to find that it broke the quest\u2019s progress until I left the zone and returned \u2013 finding the same NPC alive once more, even generating duplicates of unique quest-critical items that aren\u2019t supposed to be duplicated at all. It\u2019s all so much less polished than I remember the original being, and that\u2019s a major disappointment.<\/p>\n\n<p>At least Chapter 2 hints at its heavily-armored, axe-wielding secondary antagonist pretty early on, and like Mama (the primary antagonist who operates from the Tower,) he too casts a shadow over your movements around New Orleans. However, the story does a lousy job of keeping the tension going between you two, and after he makes his initial introduction, he just sort of disappears \u2013 at least until you go and fight him in a middling and ultimately forgettable boss fight toward the end. In any case, this is one villain who won\u2019t be making it to the final season. Things do pick up around the very end though, when you finally get to go on a full-fledged assault against the Tower, an authoritarian entity that\u2019s quite literally loomed over the events of the series since the original\u2019s story. It\u2019s set up well enough, and it makes for a satisfying final standoff when it\u2019s not pushing the Quest 2 past its limits, though I crashed and needed to restart several times while playing the final level as well, resulting in even more needless frustration that really took the thunder out of Chapter 2\u2019s climax.<\/p>\n\n<h2>Armored Gore<\/h2>\n\n<p>If you liked the immersive survival mechanics from the original, there\u2019s no particular reason you wouldn\u2019t like this one too \u2013 for all intents and purposes, it\u2019s the same exact game, warts and all. It\u2019s disappointing that it seems like the AI hasn\u2019t received any updates, and it sucks that human enemies are still some of the dumbest in any VR game. They\u2019re most dangerous towards the end when you need to stand off against groups of armored foes wielding assault rifles and shotguns, but they shoot with the accuracy of a stormtrooper and they rarely outnumber you the same way walkers can \u2013 and often will \u2013 if you\u2019re not careful to keep a low profile while scavenging. It\u2019s also disappointing that there\u2019s only one new variation of walker to face off against \u2013 a heavily armored variant \u2013 and even that variant doesn\u2019t really behave differently from the others you\u2019ve already fought countless times. It doesn\u2019t even have all that much extra health, and you can just decapitate it with any old cleaver. Walkers all die the same way in the end, but it\u2019d have been nice to run into a handful of new creatures with new abilities.<\/p>\n<p>It\u2019s also great that you can now visit zones at night.<\/p>\n<p>But even amidst the lack of enemy variation, two new upgradeable crafting stations are a welcome inclusion \u2013 making five in total \u2013 granting you a few more options for progression and loadout customization as you loot items and break them down into raw resources at your base camp. The interplay between those systems is a staple of the original, and Chapter 2 benefits from the addition of new tools to that mix \u2013 such as the flare, which ignites when thrown and is highly useful for quickly distracting or momentarily guiding a herd of walkers to a specific location while you make a nimble getaway.<\/p>\n\n<p>It\u2019s also great that you can now visit zones at night, a new feature that allows you to approach missions from a completely different angle. The same zones are meaningfully different after dark, affecting both visibility and NPC behavior. You can also do special night-exclusive missions for a group of survivors called the Exile Trade Network in exchange for loot, though after around 15+ hours of play they seemed like no more than fetch quests that give pretty basic rewards and could be comfortably ignored if you didn\u2019t feel like doing them. <\/p>\n<p>That said, visiting zones at night comes with one massive risk: walkers are far more numerous, and they practically multiply, making moonlit strolls around NOLA feel appropriately treacherous. They also move faster at night, meaning every walker encounter feels more dangerous and frantic than usual. Since you only have so much stamina to use at any given moment, it can be easy to get overwhelmed \u2013 a circumstance only somewhat offset by the vastly increased availability of guns and ammo, which still need to be reloaded and aren\u2019t that much help when five or six walkers flank you from all sides. Melee weapons, especially improvised weapons made of broken bottles and screwdrivers, are highly important once again \u2013 allowing you to stay undetected. Fortunately, there are always several avenues you can take at any moment to get around the ravenous herd, and you can even use other humans as bait, killing two humanoids with one stone.<\/p>\n\n<p>Just like before, you only get a limited amount of time each day to do things before needing to head home and sleep. Likewise, resources become scarcer and walkers become more populous each in-game day. The good news here is that you can at least finish certain missions at night, allowing you to progress several main story quests in the same in-game day if you\u2019re looking to fast-track your way to the end. The other good news is that valuable loot is far more common at night, where you can often find entire backpacks full of goodies next to the unfortunate souls who once needed them for their own survival. It\u2019s also pretty neat that you can find new types of crafting materials like biomass and phosphorous \u2013 critical for building convenient new upgrades like laser pointers for your pistols and rifles or highly-nourishing mil-spec rations \u2013 by switching your flashlight to UV mode, which sacrifices visibility for the ability to quickly find special items available only at night.<\/p>\n<p>\u00a0<a href=\"https:\/\/www.ign.com\/articles\/the-walking-dead-saints-and-sinners-chapter-ii-retribution-review\" target=\"_blank\" class=\"feedzy-rss-link-icon\" rel=\"noopener\">Read More<\/a>\u00a0<\/p>","protected":false},"excerpt":{"rendered":"<p>When it comes to VR survival horror games, you can\u2019t get much better than a nice handful of walker guts to make your mornings pass a bit more smoothly. At least, that\u2019s how things work in this post-apocalyptic version of New Orleans, which serves as the setting for 2020\u2019s exceptional The Walking Dead: Saints &amp; [&hellip;]<\/p>\n","protected":false},"author":0,"featured_media":1921,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[33],"tags":[29],"class_list":["post-1615","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ign-game-reviews","tag-gaming"],"aioseo_notices":[],"jetpack_featured_media_url":"https:\/\/reddogfun.com\/wp-content\/uploads\/2023\/03\/game_review.png","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/reddogfun.com\/index.php\/wp-json\/wp\/v2\/posts\/1615","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/reddogfun.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/reddogfun.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"replies":[{"embeddable":true,"href":"https:\/\/reddogfun.com\/index.php\/wp-json\/wp\/v2\/comments?post=1615"}],"version-history":[{"count":0,"href":"https:\/\/reddogfun.com\/index.php\/wp-json\/wp\/v2\/posts\/1615\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/reddogfun.com\/index.php\/wp-json\/wp\/v2\/media\/1921"}],"wp:attachment":[{"href":"https:\/\/reddogfun.com\/index.php\/wp-json\/wp\/v2\/media?parent=1615"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/reddogfun.com\/index.php\/wp-json\/wp\/v2\/categories?post=1615"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/reddogfun.com\/index.php\/wp-json\/wp\/v2\/tags?post=1615"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}