It’s been a little over four years since PlayStation VR players were allowed to meet Quill: the young mouse lady moved into the fantasy adventure that is still beautiful to look at today moss off to rescue her uncle Argus. She was assisted by the “reader” (meaning you), a ghostly presence beyond the screen with mystical powers. Book II picks up exactly where we left Quill back then and remains true to the successful team concept. You steer the little heroine with the analog stick and the buttons of the controller through diorama-like environments and give her a hand if necessary, for which a glowing sphere is controlled using a movement sensor and shoulder buttons.
Only this much should be revealed about the story, which is stylishly told via book illustrations and a voiceover: After Argus’ rescue, the fate of the whole (optically appealing, varied) world is now at stake, which takes some dramatic and unexpected turns, including emotional ones Moments are not saved.
At the beginning of the roughly twice as long term, it lasts Moss: Book II with playful extensions – no drama in view of the strong qualities of the original. At least halfway through, new elements are constantly added, cleverly varying the events and making the last sections an appropriate climax. Again, we don’t want to spoil too much, so suffice it to say that Quill has more than just her sword in her arsenal this time. The reader also learns new skills, with which he is more actively involved in what is happening than in part 1. These are welcome additions that make the adventure more than a simple sequel, even if one of the few points of criticism can be found here : The reader activities cannot always be optimally activated in the heat of the moment, but this can be easily coped with given the fair level of difficulty.