

They wield a combination of flails, axes and shotguns. Everyone is called things like Thialg and Caja. The dialogue early on is a recursive stream of expositional sentences that each contain at least one more term that requires exposition. 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 Outlaws are the diesel-punk scavenger faction, while the Clerics are techno-paladins.
ELEX 2 CAJA FREE
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.
ELEX 2 CAJA SERIES
The Beserkers are one of the main factions of the series and they're the ones I kind of most vibe with. Jax has also been scratched by an alien monster, rendering him a weak little baby man capable only of flailing at things with a pipe. In the previous game, you united three thematically opposed warring factions against a common enemy, and thank God a mysterious bunch of aliens have now appeared to threaten that frail piece, or Jax would have no reason to do the same thing again in this game. In Elex II you play Jax, the same gruff, bald warrior man as last time. Imagine, if you will, Mad Max x Kingdoms Of Amalur. The Elex world is a curious mixture of post-apocalyptic sci-fi and medieval fantasy (aka "science fantasy"). Like the popular kids on the playground making life so difficult for you that you wish to become best friends with them. I mostly came away respecting it for how little it respected me. It would be too simple to say that I "enjoyed" the hours I have spent with it so far. But although I agreed with Graham at the time, I think comparing it to BioWare might be mistaking the particular appeal of 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. That follow-up is Elex II, which is still several months away from release right now, but one I've been playing an early preview build of recently, showing off the first chapter of the game. It was a game in which I was perpetually lonely and confused and being battered to death by carcinogenic poultry, but it must have been a profitable enough venture on its own terms to warrant a follow-up. These technical issues occurred far less compared to Skyrim’s bugs, and that’s what stands out.The original Elex was divisive, to say the least. Sure, the game also features a handful of bugs and it crashed on us twice, but it is nothing comparable to a Bethesda game. Elex 2 very much feels like a triple-A title through the scope of an older computer game. Some of the combat and movement animations are a bit awkward, set pieces and open-world items like mountains have a general lack of definition, but overall, it’s all very nit-picky things.

Of course, there’s the general lack of polish fans can expect from the genre in Elex 2. Overall, it was a wild ride that brought out the best of open-world games. In the first chapter alone, we were invited to a Billy Idol concert, had to solve an in-depth and surprising murder mystery (which we were accused of perpetrating), became a double-agent, and so on. Some quests require players to fetch items, escort characters, or kill X number of enemies, but for every basic quest, there’s a unique one. Players can go just about anywhere they want, especially with the help of their jetpack, but they’ll need to be wary about stumbling into a powerful enemy. The gameplay and quests are pretty standard fare in format-it’s an open-world game with no limits. Elex 2 also introduces a new faction, the Morkons, a tribe of underground dwellers with strict rules, harsh ways, and who worship a "God of Destruction." The Berserkers have taken over Outlaw land and are terraforming it with their magic, while the Outlaws find themselves bunkered down in a new city in a crater. The Clerics, on the other hand, are a shell of what they once were-paying the biggest price as a result of the past war. They are also embracing new ways of life after Jax defeated the Hybrid. The Albs are still powerful, but they are not antagonistic. Indeed, the power dynamic has changed incredibly from the first game. Equipped with a trusty lead pipe, we managed to build a new operating base for our emerging faction (The 6th Power), meet old allies and enemies, make new ones, and visit each of the factions in Magalan. For the first chapter, Elex 2's story basically lays out everything players need to do to prepare for the Skyand invasion-the aliens the Hybrid warned of in the first game-and has players go out into Magalan, prepared or otherwise.
