|Shitload Of Fuck II: Electric Boogaloo|
|Look, kids! A cameo!|
Well. It's a little better this time.
Upon beginning the game, a cutscene plays out to explain the story. It's nothing special. Rather than be pulled into another shitty Nintendo game, a beam from space zaps planet Earth and turns it into a shitty Nintendo game. Only the Nerd, who is accustomed to shitty Nintendo games, can collect six pieces of the Sexforce (a sextuple Triforce with a naughty name, ah heh heh heh) to revert planet Earth back to normal. It's only a slight variation on the previous game's plot, but let's be real here. The plot doesn't matter whatsoever, I just wrote about it to give context to what you're doing. So, once the tutorial is cleared, you see your first big change between games; the level selection. AVGN Adventures took a Mega Man-esque approach to its level selection, with eight stages that you could play in any order. AVGN2 does it in a style similar to Super Mario Bros. 3; there's a map screen with five themed worlds on it, each containing three stages and a boss battle, that you can visit in any order you choose. This creates an interesting new approach to level design. In AVGN Adventures, the levels were long affairs that, by the time repeated instant death to all of the tricks and traps was taken into account, would take a player around 15 to 20 minutes to clear. Possibly less, but it's been a while since I played the first game and that's a rough estimate. AVGN2 has more levels, but they are now shorter; even with deaths, levels would only take me about 5 minutes on average. This is a good thing! The brevity present in these new shorter levels allows for new and interesting gameplay elements to be introduced, and smaller challenges to be themed around them! For the most part, the game doesn't milk its new challenges so much that they become annoying... barring one issue I had, but we'll get to that. I will say that I liked the variety, however. The new gimmicks are nothing wholly original, mind; conveyor belts, gravity flipping, teleporter mazes, underwater sections... that sort of deal. Still, as said, they get in and out before really wearing out their welcome.
|An over 9000 joke in 2016. Yes. They did that.|
|SURPRISE! IT'S DEATH BLOCKS!|
There are a bunch of other little improvements as well. For one, there appear to be no limits on continues with the difficulty settings. Granted, I've only done Easy and Normal, but the higher difficulty levels might actually be possible now, and not just seem like "jokes" on the shitty game. Though there's probably a YOLO mode somewhere that only gives you one hit for the whole game, but that's not my jam. In addition to that, on every difficulty that isn't the standard hardest, your lives refill after clearing every stage! Best of all, though... there's no randomly generated AVGN-style "I'd rather X a Y than play this Z game" death quote when you die; you just plop right back to your last checkpoint after a second. All of these elements combined make the game infinitely more playable, and it plays in sync with the masocore elements rather than clash against them like the previous game. Replacing the screen-clearing powerups of the last game are some new useful items, though some show up more than others. Rocks and F-bombs (that is, cartoon bombs emblazoned with the letter F) are somewhat useful thrown weapons that have their applications. The most useful item by far is the keg, a full heal item; with only three hit points on Normal mode, this is extremely helpful. One disappointment, though, is the power up that gives you a spread shot. It's great, and helps you blast things with less hassle... but take one point of damage, and it's gone. This was a flaw in the first game as well with its similar Super Scope powerup. This could have been fixed to be like the other powerups, where only a death takes it away. Maybe Freakzone was worried that it would be too easy to have the powerup through a bunch of the stages, to which I say... it's a masocore game with lots of instant death hazards. The average player will die sooner than later and lose the item. It wouldn't have been that bad to let them keep it for a bit, trust me.
|SURPISE! IT'S MORE DEATH BLOCKS!|
|Oh, I'm pretty sure I know what they were thinking.|
|I GET IT!|