I loved the first game and after seeing that Endzone 2 had mixed reviews I hesitated to give this game a try. After getting it on sale, however, I decided to just bite the bullet and buy it so I can give it a try and see what the sequel offers, what it does better or worse than the original, and see why people don't like it. Before I start, I understand this is EA. So take what I say with a grain of salt, and perhaps what I say may change or be removed later down the road. So I can only give my thoughts on what I think so far. Gameplay and Mechanics (So Far) Like the original game, Endzone 2 relies on a feedback loop for its fundamental mechanics of running a settlement: gather resources, construct buildings to convert gathered resources into other resources or tools for more resources, and those resources are used for and by your settlers. Tutorial. The tutorial in this game is slightly better IMO, but it still suffers from being a slog to go through. I also think it has you try to build big and tall too fast, when it told me to start building a Weaving Mill to craft Cloth I found myself low on workers. Maybe that's just me going in headfirst to learn the game though, I don't know. Like the original, I found myself learning the game just by playing instead of doing the tutorial. Scavenging, Gathering, and Crafting. As I said earlier, Endzone 2 has the same fundamental mechanics for its feedback loops. There are some slight changes and additions you will notice such as Iron Tools (Replacing Metal Tools) being made from both Tools (Replacing Scrap Tools) and Iron (Which replaces Metal); the addition of Clay to be made into bricks to upgrade certain buildings; or the complete removal of Shelters so the only way to provide housing is by constructing Tents (Max 6 settlers) which can then be upgraded to Huts (Max 12 settlers) which can then be upgraded to Houses (Max unknown, didn't get that far yet), but the idea of raw resources -> raw materials -> supplies/luxury items being the same. In the grand scheme of things the changes are pretty small, it is the rest of the game that makes up for it (In a good way). Settlement Building. Managing your settlement has been drastically expanded on. First off, the space you have is reduced to a certain areas and regions on the map of varying sizes called "Zones," and each Zone can only hold a number of settlers and buildings before you either run out of space or resources (Until you research certain techs to supplement it). More on "Regions" below. When that happens then you can take as many settlers as you want and settle other nearby Zones you have access to, thus Endzone 2 enabling you to build and expand your post-apocalyptic empire. Settlement Management. When you have two or more Zones settled, and after developing them tall and wide using their own resources, you can actually trade between them using your bus and other vehicles you can build. As someone that enjoys 4X and Grand Strategy games, this new aspect of gameplay is something I really love. It also comes in handy when certain Regions start to suffer droughts as your Zones in that Region will start losing Water very fast. I also like how research is done in this game, having to spend a certain number of Knowledge Points to unlock new tiers of research under one individual research tree. The World I really like the changes and additions to the world design and how we interact it. Transportation As you noticed before, I mentioned driving your bus and other vehicles you build. When the game starts you actually spawn from your "Endzone" (Vault from Fallout) with all your settlers and supplies in your Pathfinder (The bus) and you can theoretically explore the Region you start in without settling a Zone first, assuming you have the supplies needed for your settlers as they consume Water/Food as you go. In addition to your Pathfinder, you can research to build other types of vehicles with each offering their own benefit when managing your settlement empire, such as the Buggy being fast so I use it to transfer resources between settlements. They are really handy, and I remember someone in the discussion boards asking if we will get airborne vehicles at all so that got my thinking that a Distant Places-inspired DLC would work real well in Endzone 2, if it has more than four expeditions of course. Exploration and Interaction. Exploring the in-game world is done much better here than in the original. What Endzone 2 does is that you take your vehicles to certain locations around the map. Some locations will offer only resources to be looted while others can be thoroughly explored, doing so will yield resources and materials (Duh), Knowledge Points if you explore a location enough, and potentially new techs. Some locations will require certain items and tools to fully explore ie an axe to break down a door, a ladder to climb, Tools/Iron Tools to open doors and boxes, etc. Chances are you will find what you need lying around the same location needing to be found, like an axe near some pile of logs behind the house or a generator just sitting around somewhere. The only item I found this to be false is a plank but maybe I didn't look hard enough. After fully exploring the location, they can rarely be used as an endless source of resource generation once you fulfill certain requirements to get them up and running. For example, there are two spots in my current game where once I powered them up with a generator they start generating Scrap periodically, just send a vehicle there to transfer them over to your settled Zone(s) that need it; this is where the Buggy comes in handy, I have two of them ATM that do nothing but run Scrap to my settlements. I am also starting to get a Clay mine up and running in this same playthrough. Don't worry, as far as I am aware the generator you use isn't actually consumed so you can simply take it back while resource generation continues; this might be subject to change in official release. The Traders. I started playing this game a bit after the update that adds traders into the game. Unlike the original game where you construct a landing pad for them to come to you one-by-one, you instead find them out in the world where can barter with them. Right now, the traders in-game ATM are Rusty Rolph, Old T. Bara, and Ole Sorensen; they offer resources, materials, items, and even techs. In addition, progression for them was added in the form of 'trust.' While trust was in Endzone 1, how it works in 2 is it allows you to get certain benefits like discounts, the option to change their inventory more, and the like. You can increase trust by doing jobs for them ie going to a location and picking up a quest item for them. I like this, it makes them feel like actual survivors instead of just a gameplay mechanic to get certain stuff. Final Thoughts (So Far) For an EA game, Endzone 2 offers a fair number of changes and renditions from the first game for better or worse. IMO it feels like an Endzone 1.7, the reason why it isn't a 1.5 is solely because the devs wanted to make something grander by adding 4X/Grand Strategy aspects, which again I love them for it. But it obviously doesn't deserve to be an Endzone 2.0 as the devs are still adding, changing, and experimenting with stuff as that is what EA is. Honestly, for what Endzone 2 offers right now and what it promises, I think the game is heading in the right direction for the vision of what a sequel should be and I think the negative reviews from some people are too harsh. I give Endzone 2 a final review of 7.5/10 at least, possibly a solid 8/10 because I like the changes and additions they did. Being EA, my rating may change when the game reaches full release. Edit: April 6 2025 Just noticed some grammatical errors so I fixed them.
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