There's no reason not to immediately play this follow-up after completing the first game; not only does it pick up where it left off story wise, but also it adds onto where the median difficulty ended up. The title screen even refers to the new levels as "Part 2". At the end of the day they offer practically identical experiences with different level designs, so it is clear that these two games are best played back to back. When doing so, you actually feel a lot more satisfied because the amount of content when combined is much more appreciable. On their own, they are paltry lengthed.
The cast of characters and enemies are the same, the controls and mechanics are shared wholesale, and the jagged 2D/3D mishmash aesthetic isn't "improved" upon whatsoever (not a bad thing). Even the bosses from the first game return, exactly how they were, in the context of a cool boss rush mode. Speaking of, the new big bads are surprisingly far more dynamic and actually rather stunning when compared to the first game's vanilla encounters. It's the only aspect that SEGA felt to pizzazz up rather than keep the same.
Clockwork Knight 1/2 are certainly still worth playing, mind you. Not in today's world of retro revivals will you get an experience quite like this. Its inherent nicheness and forever-exclusivity to one of the biggest flops in console history will mean that your own time playing it will feel a lot more special than the ubiquity of more well known releases.
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An improved sequel but still a ways off from the greatness of the Donkey Kong Country series. Considering the addition of mine cart levels, this feels like a fair comparison. The levels here are more creative, such as the study that involves pushing, pulling and avoiding falling books. The bosses in this one are nuts both in concept and difficulty. The boss of the 2nd area is a difficulty spike I imagine not many will be able to pass. I don't know what they were thinking with these bosses. The first is a snake of children's blocks with a microphone for its tail that you need to hit until the snake-block-thing starts belting out guitar squeals. Well, okay then. The 2nd boss is a piece of paper that dips itself into different colors of ink to transform into animals. I'd like to keep going to see what other wacky stuff is in this game but the study/paper boss is a real pain. Another pain is the lack of checkpoints which stands out more in this sequel due to the longer levels. There's a reason why this SEGA series is forgotten but it's worth picking up this entry if you are a Saturn collector.
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An improved sequel but still a ways off from the greatness of the Donkey Kong Country series. Considering the addition of mine cart levels, this feels like a fair comparison. The levels here are more creative, such as the study that involves pushing, pulling and avoiding falling books. The bosses in this one are nuts both in concept and difficulty. The boss of the 2nd area is a difficulty spike I imagine not many will be able to pass. I don't know what they were thinking with these bosses. The first is a snake of children's blocks with a microphone for its tail that you need to hit until the snake-block-thing starts belting out guitar squeals. Well, okay then. The 2nd boss is a piece of paper that dips itself into different colors of ink to transform into animals. I'd like to keep going to see what other wacky stuff is in this game but the study/paper boss is a real pain. Another pain is the lack of checkpoints which stands out more in this sequel due to the longer levels. There's a reason why this SEGA series is forgotten but it's worth picking up this entry if you are a Saturn collector.
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