When I first played this level, I felt a bit disappointed, and I think the negative feelings came from one place: trying to compare it to the original
Petals of a Dying Flower. In a way, I feel like
PoaDF and
Petals II are a bit like
Portal and
Portal II. The original is short, highly stylized, with a narrow focus on a single theme. The sequel is technically superior in every way, with better visuals, better challenges, more enemies, a larger area, more to see and more to do... but it never manages to evoke that same feeling the original did. And
maybe that's okay,
maybe it isn't supposed to. But I can't help but compare the two. Maybe if the name of this level were "Forbidden Cave" or "Monster Den" I wouldn't be trying to compare them, and
Petals II wouldn't be living in the shadow of
PoaDF.
I replayed the original after finishing
Petals II to make sure I wasn't misremembering. So here are my comparisons:
- Petals II is very, very busy. The original was an empty, desolate cave, but this cave is just teeming with life. Every screen seems to have a dozen or more creatures, and the ruins have ghosts and shadow people just everywhere. Instead of feeling isolated, I felt overwhelmed. This is no dead, forgotten cave, this is a crowded colony. In the original, I was trying to get out to find something, anything. In Petals II, I'm trying to get out to get away from everything.
- There are a LOT of hazards. The original felt -almost- environmental in how sparsely enemies were used. Petals II feels like enemies are just everywhere. I feel like I can't jump from one platform to another without there being a hazardous enemy to avoid. This makes it more challenging which is good, but also feels more tedious, which is not so good.
- I liked how almost all of the enemies in the original were dark/black/stylized. They fit the theme very well, and gave the level a uniquely isolating feel. They were just another part of the environment. All of the standard colorful shooty enemies in Petals II kind of broke the immersion a little bit. In particular, I remember being almost in awe after landing in the "land of the dead" area, before the immersion quickly broke after dying to an out-of-sight one-eyed sparkle shooter several times.
- I think the biggest double-edged sword is the many paths, the "open" world. The original really has one path to take, with a few secrets to reward diligent explorers. Petals II has paths, alternate paths, hidden paths, secrets, collectibles, and more. I was never sure what was a true "secret" versus "the correct path" versus "a scenic detour." This is absolutely great because it makes the world feel bigger, more interactive, and there is more to do, but it's not so great because it creates some confusion.