Wall World 1 + 2 Review: From Addictive Gameplay to Mission-Based Storytelling

Most gamers probably know that particular feeling that old games like the original Diablo series evoked in us. We always used to say: “just one more dungeon” or “just one more quest”.

It’s this feeling wanting to continue a game no matter how long you already spent in front of the tube or how low the sun is on the horizon. It’s this feeling of slicing through hordes of enemies with a friend, hunting for the next level-up, finishing a quest, or just enjoying the gameplay because it’s hell-a-fun.

It’s this feeling… that barely any game could elicit in me recently.

I’m not saying I didn’t have no fun in any game. That’s not the case, and it wouldn’t be fair to any of the titles I’ve finished. However, only a tiny number was so captivating that I couldn’t stop playing or wait to get back to the living cable box.

After all this prologue, you can probably guess where this is going. And you’re correct. But before I get to that, I need to tell you how I ended up playing Wall World in the first place.

😅

The answer is YouTube, of course. One of the two gaming creators I follow started playing around the day of Wall World 2’s release. I saw it as nice white-noise programming while I was doing other things. But the more I took in through osmosis, the louder “this feeling” came back, knocking. As a consequence, I picked up Wall World 1 and 2 during the Steam Christmas sale and also added the Deep Threat DLC after beating the first title.

I also have a German version of this video.

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