Tails of Iron 2: Whiskers of Winter Review – Best-Laid Plans

In a sea of engaging Souls-style games, outstanding Metroid-inspired titles, and those that merge both, the game Tails of Iron 2: Whiskers of Winter makes its mark. Unlike its contemporaries, it doesn’t strictly follow either genre – it’s an action RPG set in a grim world populated by rats, much like the original. The sequel number suggests exciting developments, as does the concept of a grand revenge plot, new perils, mechanics, and the theme “The North Will Rise Again”. However, for the most part, Tails of Iron 2 is primarily for fans of the first game, despite carrying over many of its original challenges.

In this scenario, you’ll find yourself in the northern part, taking on the role of Arlo – an adopted child of the Winter’s Edge Warden. After successfully fending off the Dark Wings earlier, the area enjoyed a sense of tranquility…but that peace was short-lived. The bats, as if following a predictable pattern, come back with a vengeance, housing an ancient, powerful creature within them. They raze Winter’s Edge to the ground. Now, Arlo faces two challenges: rebuilding his home and shouldering new responsibilities that come with the circumstances.

Vengeance requires careful planning, and Arlo the rat is quite occupied. He’s not just about arming himself, but also restoring Winter’s Edge to its original splendor.

In the game titled Tails of Iron 2, there’s no spoken dialogue among characters; instead, their purposes are clearly depicted through symbols and icons. The role of narrating this story falls upon Doug Cockle, known for voicing Geralt in The Witcher 3: Wild Hunt. Despite the occasional animal-themed humor, his serious tone fits quite well. Adjusting to the frequent narration may require some time at first, but once you’re accustomed, you’ll find yourself immersed in the atmosphere, particularly appreciating how smoothly the narrative flows between different scenes and levels.

Regrettably, some aspects of the characters lack depth, making them feel dry. Despite intriguing personalities like Ron the Blacksmith and Billy the Beaver, it’s challenging for me to recall many others by name or care about them (except when death is involved). Arlo seems well-developed due to his unique traits, but I find myself struggling to connect the character as described by Cockle with the one I’m experiencing in gameplay.

Occasionally, the synchronization between the storytelling and what was happening on screen wasn’t perfect, with Cockle’s narrative seeming to lag and feel slightly awkward at a crucial moment. This didn’t add much suspense, but it did detract from the overall flow.

Preparing for revenge requires a lot of planning, and Arlo, being a diligent rodent, is constantly working on arming himself, as well as restoring Winter’s Edge to its original splendor. Your journey begins by exploring different areas and gathering Non-Player Characters (NPCs) to fill positions like builder, blacksmith, and chef. Once your team is assembled, you can construct and enhance their facilities, thereby unlocking new advantages. Although the settlement construction isn’t particularly detailed, it serves its purpose without slowing down the action or demanding excessive resource gathering.

The sensation of playing a lighter version of Monster Hunter is intensified when you engage in additional hunts against enormous creatures, some of which pop up during main story missions and need multiple stages of repeated attacks to be finally defeated.

In contrast to the typical action RPG structure, Tails of Iron 2 eschews leveling up, distributing stat points, or tailoring your character based on a preferred weapon. Instead, it adopts a style reminiscent of Monster Hunter, where meals provide bonuses such as enhanced health, and your character’s abilities primarily rely on the armor and weapons you carry. The game also incorporates a Souls-like system with Light, Medium, and Heavy builds that influence your dodge roll, but without the need for stamina. Arlo can parry enemies using a weapon and shield (bound to R1), crush foes with a two-handed weapon (R2), and dish out ranged damage with bows, firearms, and other tools (L1).

Fighting in this game initially captivates due to its alluring charm. However, beneath the whimsical facade, the attacks result in splashes of blood on your environment and characters, intensifying the brutality further with executions. Yet, the overall experience and smoothness sometimes fall short, missing that satisfying impact sound at moments. Additionally, switching sides during defense can feel a bit clumsy initially. Pressing R1 or R2 initiates a charged attack after a brief interval, which might seem beneficial for attacking an opponent who has been parried. In truth, approaching and hitting them with standard attacks is more effective.

In most cases, weapons possess an inherent element, crucial for dealing maximum damage against opponents. If not utilized correctly, the damage inflicted may be diminished. Additionally, whetstones can be used to hone a weapon, enhancing its effectiveness, but as you become adept at pairing elements, this step may become less important.

The sensation that Monster Hunter has been toned down becomes stronger when engaging in optional hunts against massive beasts, some of which show up during main quests and need multiple stages of attacking to vanquish later on. It’s also possible to redo them for farming specific resources, which is quite convenient. However, it can be irritating when they roam around the region, particularly since the environments don’t vary much or contribute creatively to the hunt. Fortunately, the bosses possess a good selection of attacks, keeping you on your toes as you figure out whether to parry or dodge between the two options.

Even though you get accustomed to all their peculiarities, many disputes can be settled effectively by choosing the appropriate countermeasure. If your adversary breathes fire, opt for water. If they use lightning, consider venom instead, and so forth.

In simple terms, I support the idea of crafting your own weapons, armor, hunting, and gathering resources, but completing tasks often provides enough rewards without additional costs. Many action role-playing games (ARPGs) attempt to find a balance between crafting and quest rewards, but Tails of Iron 2 seems to lean more towards the latter. Although there are higher rarities to aspire for, at times it seemed like I was stockpiling all my collected and handcrafted materials while blueprints accumulated untouched in the smithy.

In this game, you can handle most fights effectively by choosing the right counter-element: If your adversary breathes fire, cool them down with ice; if they’re using lightning, opt for poison or something similar. Consequently, combat may feel repetitive despite the presence of numerous enemies to defeat and diverse weapon options. Regrettably, the new elemental magic doesn’t significantly alter this issue, considering its lengthy recharge periods.

A question about the initial hour’s gameplay: What is it intended for? In Tails of Iron mode, set at a balanced “Medium” difficulty, you’ll find yourself limited in weapon and armor options, with minimal Whetstones for damage enhancement. Recovering health isn’t instant; instead, you must press and hold a button, hoping the bar refills quickly enough. On the plus side, this setup provides an authentic challenge, compelling you to read your adversary, time parries or dodges skillfully, and strategically use traps for advantageous openings.

Instead, it could be rephrased as: While enemies can easily kill you with a single attack, which adds to the initial annoyance of the awkward movement mechanics, it appears that they suffer minimal damage. This overtuned aspect is particularly noticeable in the first two real boss battles, causing me to lower the difficulty level to Fairy Tail.

The following hours were a relentless march, no doubt about it. Getting back to where I was led to two or even two-and-a-half difficult encounters, which felt more manageable. Yet, most of the subsequent battles were a breeze. If this is what the balance on Tails of Iron difficulty is supposed to be, I can’t grasp the purpose behind making the initial hours so challenging.

If you found the initial game enjoyable and are seeking more, it could be a good idea for you to delve deeper. However, those who haven’t played the first one might want to ponder their decision thoroughly before joining in.

The environmental art from Odd Bug Studio is nothing short of breathtaking, brimming with intricate hand-drawn details. Scenes such as the Whale Boneyard and the parliament of Owls are truly awe-inspiring. I found myself captivated by the minute details that added depth to the experience, like a queen spider lurking in the background or owls observing from trees as you ventured into their territory for the first time. Occasionally, some animations may seem awkward, such as an enemy’s sudden collapse from standing upright to lying down within a single frame, but these instances are relatively rare and do not detract significantly from the overall quality of the work.

The investigation presents an intricate maze of complications. Certain secret locations and anchor points are subtly embedded within some light puzzle-solving in platforming, but overall, it’s quite simple, leading to boredom when retracing steps. However, fast travel becomes an option later on, though you need the necessary resources and funds to establish those points. The subsequent areas provide more intricate pathways, but they remain dull to navigate, with NPC dialogues and save spots being the rare exceptions that disrupt the monotony. There seems to be room for improvement, particularly in the side quests; it sometimes feels like going through the motions without much excitement or engagement.

Tails of Iron 2: Frost-Tipped Whiskers

In Tails of Iron 2: Frost-Tipped Whiskers, you embark on a harsh medieval journey filled with fantastical creatures and diverse anthropomorphic races. The combat system, though offering multiple weapon options, can feel repetitive in its structure. The game’s exploration lacks the spark of imagination and tends to be quite monotonous. It’s the compelling narrative that propels you forward, but even the infamous Butcher of Blaviken might struggle to keep your interest throughout. If you were a fan of the original game and crave more, it could be an engaging experience. However, for those who are undecided, it would be wise to consider carefully before joining the rat-filled adventure.

This game was reviewed on the PlayStation 5.

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2025-01-27 21:12