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Elex II is a weird science fantasy RPG that doesn’t care about you at all, and I respect thatGet ready to die

Get ready to die

The player character hammering a frog lizard monster in Elex II

I was talking to Graham (RPS in peace) about this and he said: “Eventually one of these RPG sci-fi fantasy things will get close enough to being a BioWare game that it makes loads of money.” This being the games equivalent of monkeys and typewriters. But although I agreed with Graham at the time, I think comparing it to BioWare might be mistaking the particular appeal ofElex II. It would be too simple to say that I “enjoyed” the hours I have spent with it so far. I didn’tnotenjoy it. I mostly came away respecting it for how little it respected me. Like the popular kids on the playground making life so difficult for you that you wish to become best friends with them.

ELEX II - Announcement TrailerWatch on YouTube

ELEX II - Announcement Trailer

Cover image for YouTube video

The Beserkers are one of the main factions of the series and they’re the ones I kind of most vibe with. They cultivate big these magic plant seeds (pictured) and want to turn the whole world into a sort of Elder Scrolls-esque verdant paradise, free from technology. The Outlaws are the diesel-punk scavenger faction, while the Clerics are techno-paladins.

In the early chapter I played, it became apparent that Elex II doesn’t give a shit if you played the first game - or, if you did, whether you remember any of it from four years ago. The dialogue early on is a recursive stream of expositional sentences that each contain at least one more term that requires exposition. Everyone is called things like Thialg and Caja. They wield a combination of flails, axes and shotguns. Elex itself is some sort of (possibly radioactive, possibly magical) power-giving mineral from space, but it is also the basis for the world economy. The elex must flow. Except, uh, now there is also “dark elex”. Look, I’m unclear on a lot of things. Sometimes I liked to imagine people ground up elex to snort it like cocaine, other times I liked to imagine everyone had a bit of a New Zealand accent and were all talking about a really important guy called Alex.

Whatever the case, your job is to establish a sort of independant enclave of cool bois that will rise above the factional squabbling to save the world. This world is impressive in size and explorative scope. Elex II has that “see those mountains? You can go there!” vibe - or possibly “you can rocket there!” given that Jax has a little jetpack strapped to his bum.

This is a landscape that segues quite impressively from whispering forest to rocky plains, to terrifying blasted city. The whole place is littered with the rusting corpses of cars or hollowed out buildings, as well as interesting little nooks. Sometimes you’ll be plodding around on a nice sunny day, and find a big blood-stained patch of grass covered with bones, tucked away in a corner. I came to a settlement and realised I’d walked into two men planning to run away, and could follow them to see where they went. This sort of stuff is great. But there is a problem.

Important things like teleportation pads, some quest givers, and even traders, aren’t marked on the map automatically. You have to go and talk to all the dudes in a fort or camp or whatever until one of them is like, “Yo, you wanna sell me a load of spoons?” He won’t be yelling, “Spoons, bought and sold!” every five seconds to give you an ambient clue, either, you just have to speak to every gurning beardy man standing around to check ifthisbeard might be useful to you. There’s a balance to be struck between players exploring a rich world, and players feeling like they’ve been dumped in Swindon town centre without a map, money or shoes.

The smallest but most annoying thing, which I didn’t discover until about two hours in, is that you can’t loot or pick anything up if you have a weapon out. This meant that I didn’t discover some pretty beefy weapons on a bunch of corpses very early on. They were right next to a trader I also didn’t notice.

But the thing is… although I spent a lot of time raging at this game and reloading (the ratio of hours actually spent in the preview vs. hours logged according to my save file is currently about 3:1, I reckon), the first time I managed to successfully beat a group of marauders to death with my lead pipe was magnificent. I could have wept. It was such a hard-won victory. And when I finally did switch up to a sword, it was transformational! I killed a raptor dinosaur, a monster that I had previously run from in terror! I can imagine people being into Elex II. It looks like it’s going to be a better version of Elex, which means you’re getting overwrought sci-fi fantasy, some cool side missions, and absolutely no concessions.

I don’t know if the cycle of failure into gradually less failure could sustain me for a whole game, especially because I found it very difficult to engage with the plot. But monkeys and typewriters be damned, I can still see why people will like Elex II. If, in the next few months, they make quest markers less annoying, the menus easier to use and key NPCs easier to find (and good God if they fix that thing with the looting!) then it’ll probably open it up to a few more fans, too.