![]() Each of those levels is randomly selected from a pool of pre-built levels and you’ll be placed in a random area of it to begin with. You have a small map that you’ll be navigating through and each encounter on the map will be made up of a handful of different levels that you’ll need to complete to clear it. The core game mechanic of time only moving when you do remains the same however MCD’s difference comes in the form of it being a roguelike. Still it fits within the game’s overall narrative quite well so I’m on board. ![]() It was pretty subtle at first but looking back over my screenshots from both games it’s very clear that there’s been a decisive change to make the environments more…I’m not sure what to call it. The art style has changed dramatically though, where the previous one was a bit more true to life, so to speak, MCD is much more angular and glitchy. The lighting is a lot more modern with the harsh shadows gone and replaced with a much more natural soft-edge that amplifies the whole blurred reality schtick that the game puts forward. There’s definitely been some improvements in the graphics over the years, even if on the surface it retains the same stark white aesthetic of its predecessor. Will you continue to play, even though there’s nothing on offer? ![]() It becomes clear quickly though that you’re not the only one who’s seeking more of this experience and there are others out there who’ve gone down the same path you have before and…might not have come out of it for the better. You’re told in no uncertain terms that there will be no closure, no penultimate moment, instead all you’re offered is more: more killing red guys, more weapons and more ways to hack your mind. Ostensibly kicking off from the end of the previous game MCD puts you back in charge of killing red guys in a stark white environment.
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