You’re going to see a real challenge that Quill’s presented with and you’ll see how she reacts to it. It will be surprising, but I think it will feel appropriate. I think players will be surprised at how dark some of the moments Moss: Book Two are. “The character dynamics play off each other in a way to lighten the mood when it’s necessary. It’s hardly a bedtime story, since Book II still feels like an isometric platformer. The narrator continues bringing up readers, immersing them as part of a role-playing fantasy game. She will still wave if players turn Quill directly to them. Like the original Moss, players can pet her and land hi-fives after touch puzzles. Polyarc’s design philosophy includes Quill sensing players/readers. According to Calahan, it’s “reinforcing the physical interaction where you’re going to be reaching into the world, helping Quill solve puzzles and traverse through these environments.” Blocks can still be pulled out of the way for her to continue. Vine bridges can be stitched to let Quill cross gaps. Book II does just that through interactive puzzle-solving environments. Readers serve as god-like figures who can aid Quill. Book II still breaks the fourth wall by putting players in the narrative. Quill moves through a diorama-type level as players watch over. The Garden is just one of two areas highlighting Book II’s new biomes. I think it kind of sets itself up for the future.” “I think players will be surprised at how dark some of the moments Moss: Book Two are.” And you’re introduced to the main characters from the first game. It’s like you’re standing next to Sarffog’s dead body when you start Moss Two. “Quill’s feet are in the same spot, pretty much. “It literally picks up,” Calihan told CGMagazine. Moss instead kept readers in suspense with a cliffhanger. Like any fairy tale, its heroes reach the finish line. Every carefully-designed diorama took Quill closer to saving her uncle and reclaiming a lost kingdom from higher powers. They watched over Quill, a small mouse living in her own miniature world. But life-sized players are actually supporting characters for a reluctant, controllable heroine. Ironically, Moss still wraps players around a medieval adventure. In the process, Moss players were literally pulled closer to its content. Each page-turn loads a new, miniature section to soak in. But every page came with its own moving parts. VR gave readers a familiar experience of opening a book. To accomplish this, designers used virtual reality to give their debut action-adventure a push. But the team significantly scaled its vision back in order to grow. Moss reinvented the pop-up fairy tale by bringing it to life. In 2018, a ragtag group of developers at Polyarc took players into their own fantasy.
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