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The puzzle platformer Moss: Book 2 is the sequel to the PSVR-only game from 2018. The player assumes control of Quill, a cute mouse who equips a sword early in the game. Moss is a departure from the norm for PlayStation VR games in that it is played with the DualShock 4 controller and a VR headset, rather of the cumbersome Move Motion Controllers. The player still has standard control of Quill, but an isometric perspective on her and the world around her in this mediaeval fantasy RPG.

Moss: Book 2 stands out despite the fact that it can be a touch foggy at times due to the not-so-powerful specs of the first PSVR headset, all because to the incredible attention to detail in its environments and level design. These puzzle areas, which Quill will explore, are essentially miniature dioramas, and players can move their heads around to peer into tight spots or take in the scenery. As one would expect from a fantasy setting, the game environment features elaborate castles, verdant forests rich with wildlife, crumbling tunnels, and even a coal and lava-filled factory.

Moss: Book 2 is a six-hour game, and the majority of that time is spent completing puzzles, which can be as simple as pulling and pushing pieces or as complex as doing complex gravity-defying stunts. The vast majority of the riddles are easy and uncomplicated.

Moss’ puzzles can be challenging at times, especially once the player has access to all of Quill’s weapons. While her sword is initially useful for attacking adversaries, players will find that charging it and using it to make a powerful dash across great distances is far more engaging than using it in combat. She also obtains a chakram and hammer, both of which can be charged to perform special manoeuvres, allowing for more complex puzzles and a wider range of fighting styles.

To switch between weapons, players must tap the touchpad on the controller to access the inventory, then use the controller’s motion controls to drag the weapon to Quill, which can be a minor annoyance. Sometimes Quill will be out of the player’s line of sight, making it difficult to physically interact with her.

Reaching Quill and other movable objects is simpler in smaller rooms, but can be a challenge in the game’s larger areas. It can be played while seated, however players may benefit from having more room to move around and avoid colliding with furniture and other players or real-world objects.

There is some fighting in Moss: Book 2, but it’s quite simple when Quill only has a sword for the first few hours like he does in the first book. These bug-like foes can be slashed with a player’s sword and generally fall down without putting up much of a fight. There is also a dodge system that lets Quill swiftly avoid assaults, so players shouldn’t lose too often unless they aren’t paying attention.

The second part of the game, however, is much more challenging than the first. The ability to swap between sword, hammer, and chakram becomes important while facing off against a variety of enemies that Quill must defeat after he acquires them. For some problems, Quill’s regular attacks won’t be effective until their armour is first shattered by the hammer. But other than that, there isn’t much variety in the everyday interactions.

Moss: Book 2’s fighting is at its best during boss encounters, which make excellent use of the virtual reality headgear and motion controls. Moss: Book 2 focuses on exploration and puzzle solving for the most part, thus there aren’t that many boss fights, but the ones that are present are some of the most memorable and cinematic in the game. In a boss encounter set in a clock tower, for instance, players must physically pull down a church bell to lure the enemy into it, and doing so provides a rewarding sense of accomplishment.

Bosses appear enormous and epic, and the environments are striking because players are observing them from the perspective of a little mouse. Moss: Book 2 almost feels like a nature tour at moments, allowing players to marvel at the richness and complexity of the world that Quill discovers.

The plot of Moss: Book 2 has some good bones and could perhaps make you tear up a little by the time you reach the game’s conclusion, but it doesn’t make for an incredibly memorable experience. Most of the game’s important story is conveyed not through dynamic cutscenes but through a fantasy storybook, the pages of which are turned by the player using the DualShock. It’s a cute approach to storytelling, but it would have been much better if the plot had taken a more active role in the player’s experience.

Moss: Book 2’s increased immersion works well for the most part, but there are instances when it feels like the game would still be good if it had a non-VR alternative for people who want to experience the game without the slightly bothersome motion mechanics. Intriguing and not too difficult, the puzzles won’t have you banging your head against the wall in frustration. Incredibly endearing and likeable protagonist, Quill. The boss fights are spectacular, making full use of the PSVR headset, and the environments are too beautiful to avoid gazing at every few minutes.

Moss: Book 2 is an excellent puzzle platformer that can be done in just a few short hours, offering people with light problem-solving and a rather emotional trip, while there are other PSVR games that players should check out first if they just picked up the headset for the first time.

Score – 8/10