Back in the ancient era (2015), I
reviewed an utterly fantastic platformer by Galaxy Trail. Re-reading it now, I probably shouldn't have spent so much of Steam's 1,350-word limit talking about Jamiroquai and Earthworm Jim, but I was trying to set the scene. Freedom Planet was - as I affectionally meant it - a relic. The dream project of a developer with a deep love for not just Sonic the Hedgehog, but all of the classics and obscurities that made the mid 90s a time to cherish. It took the better part of a decade and a lifechanging catastrophe, but a sequel was released. I purchased Freedom Planet 2 day one, spent a few hours enamored with its greatness, and then forgot about it.
Anyone who has been around me knows that I'm completely inept at holding onto anything good. Only with the most arcane reasoning could I ever explain my eternal mess of an existence. Since most of these wrongs can't ever be undone, I have to settle for revisiting all of the games that were inexplicably dropped and give them a proper look. Jeeze. Not even a paragraph ago the lament was too much Jamiroquai talk in a game review. Nowadays, it's always "Hey! You wanna hear about my latest bout of depression?!" before delving into the jumping mechanics of a cartoon character that squishes aliens with their butt.
So yeah, Freedom Planet 2 is fucking wonderful. Galaxy Trail took on the arduous task of delivering a bigger & better sequel and knocked it right out of the stratosphere. As the story goes, Brevon's defeat at the hands of Lilac and her friends has brought peace to the planet Avalice. Peace never lasts though, as Merga - thought to be sealed forever - has broken free, and she'll do whatever it to takes to get her revenge. I can't be surprised when something like this happens. If video games taught us anything, it's that all seals were made to be broken. Anyway, there's no use in dwelling on the past, because an extremely fun adventure awaits.
For the few out there who haven't played either game, let me try to explain the basics. After deciding which hero to play as, players are thrust into a world that's divided into action-stages and hubs. Hubs are where Lilac and co. converse with the locals, do some shopping, and get the most out of life in Avalice. Action-stages are... well... Picture something Sonic-like, but with all the dials turned to eleven. This is an explosive epic that's bristling with energy. Utilize your chosen heroine's powers to their fullest to swiftly smash every robot that gets in their way. Each stage culminates in a battle with a dangerous end-boss. Generous checkpoints and a very customizable approach to difficulty ensure a challenge fit for most any skill-level.
I can't say it enough; for a game that moves so quickly, not once did I ever feel like the controls were lacking. Movement and violence come so naturally to me that I'm starting to believe I will be reincarnated as the last of the water dragons, spinning and soaring with as much as ease as turning one's palm*. Or maybe next-lifetime me is destined to be a wielder of the cryo-staff. At least, that's the weapon Neera Li uses in her fight to protect Avalice. Whether you decide to play as her or any of the other three playable characters, do spend some time on the tutorial. It does a great job explaining the basics, while giving plenty of room to test out all of the abilities exclusive to each character.

Let's talk a little bit more about Neera Li, since she's the first character that I (finally) completed the game with. Her cryo-staff has different moves depending on what direction the player is holding the d-pad when they press the attack or special button. I got a lot of usage out of the down-attack. It's more of a slam than a down-stab, and the special version tosses icy mines. Mainly though, its large hitbox is ideal for most situations. Stabbing left or right seems to be the more common maneuver, but its emphasis on range at the expense of coverage makes close encounters a little tricky. Still, anyone can appreciate the projectile special, as it it's a freezing disc that flies a long distance and bounces off of walls. Throwing one out, then running into a frozen enemy less than a second later provides a subtle hit of serotonin. Landing her up-special is also quite glorious. No matter the game, battering a mech to pieces with a tornado never gets old. Also, I mean, I have to say it. Neera Li is just too cool. Her no-nonsense attitude while she glides through the chaos flicks all sorts of "Hell yeah!" switches.
The other playable characters also have a plethora of unique skills. Carol has a Jump Disc that can be thrown in any direction. Use it as a ranged weapon, a means of getting around, an escape from deadly danger, whatever your heart desires. Definitely keep a look out for her trusty motorcycle as well. It synergizes nicely with the disc, adding even more dimension to the Wildcat's skillset. With the power of the Phantom Cube, Milla can deflect projectiles as well as fire off several of her own. Master the Super Shield Burst to erase robots with ease. The hound's mobility isn't quite as exciting as the other three heroines, but her "slow & steady" approach is still speedy as heck. If you want the closest thing to a great Rocket Knight in the past 30 years, then pick Lilac. Her specialty is dashing across the sky and through whatever dares to cross her path. I think she might be the best character to start with because of her well-rounded repertoire and bevy of invulnerability frames.
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| This is not a secret password. Just Carol finding a Brave Stone. |
No matter who you decide to play as, consider mastering the Guard (LB / L1). It works exactly as one would an expect; a free pass from any potential damage, provided the timing is right. Besides trial by combat, Freedom Planet 2 offers multiple opportunities to learn. One of them is found early on in the form of a dodgeball minigame. Avoiding a single ball is simple enough, but when multiple approach, you'll have to use your chosen heroine's momentum along with Guard, because the invincibility period after a successful dodge is pretty short. To put it another way, when an enemy fires a laser, you're far more likely to avoid the blast entirely if you Guard as you're moving toward it instead of while running away from it. If you don't like that explanation, then there's a full-fledged Guarding tutorial later on in the game. Believe me, the developer has thought of everything and provided more than enough resources.
While there are traditional difficulty settings, what they mainly affect is whether or not your chosen character starts with upgrades or brave stones. Upgrades provide some boon that makes the game easier, like extra health, more durable shields, an elemental affinity that does tick damage, etc. Conversely, brave stones are what you equip when you want an extra challenge for Lilac's crew. Naturally, this includes stuff like a time-limit that affects stage-end bonuses and double damage. Most of these are hidden in action-stages, and they get increasingly maniacal the further you get. In short, you have many possible options to create a difficulty level that speaks to you. There are even toggleable assists for everyone with accessibility concerns. The developer has tho- I shouldn't repeat myself.
In the previous game's review, I've talked up its level-design for not falling into the usual tropes of "this is the puzzle stage" or "this is the high-speed stage", and the same absolutely applies here. Galaxy Trail did a wonderful job giving these stages their own identity, oftentimes with unique enemies and obstacles. A typical Sonic-like has a high road and a low road. Freedom Planet 2 has several intersecting roads, demanding numerous playthroughs for anyone seeking that perfect route. I must admit that they're all pretty amazing. The seamless shifting between every road as each heroine puts their entire skillset to work is matched only by the intensity of increasingly frequent robot encounters. The late-game turns that dial from 11 to 13 to even... 14! There's so much going on at once, yet I feel blissful instead of overwhelmed.
By this point, it's not even a question of whether or not the boss-battles deliver. The developer's keen understanding of what made fights in the previous game work is taken to another level here. Bosses are fast, frenetic, and demand patience. Rushing around and trying to meet them on their terms is a bad idea. Focus on defense, wait for opportunities, and it won't take long to score a win. Also, expect frequent reappearances of various bosses as the end-game approaches. They retain almost all of their abilities but take much less punishment. Nevertheless, these "refights" do an awesome job of showcasing just how the high the stakes are rising.
There are a couple of times where maybe Freedom Planet 2 went a little too far. Ancestral Forge immediately comes to mind as one of the only stages to wear out its welcome. I like the atmosphere in the beginning, but mostly, it's key mechanics. Grab a key from an altar, use it on a different altar, explore the newly opened path to obtain another key, all that stuff. This process is necessary to unlock a gigantic door that leads to... the second part of the stage. Yeah, I don't know about all of that. A first-time run is going to take anywhere from 20 to 25 minutes, which is easily twice as long as most other stages. There's another stage that requires eight keys to power an elevator, but the floors retain all of the excitement found elsewhere in the game.
Admittedly, my potion setup was geared towards having the adventure run as smoothly as possible. Even then, there were a couple of fights that I felt were either slightly overtuned, or Neera just wasn't the best choice. Granted, the game has 30+ bosses that had to be balanced for 4 different heroes and any number of potion/stone combinations. I've already gotten the sun and the moon, so it'd be rude to ask for the stars as well. Alas, the final battle with sticks out as one that probably could've used a few more moments or even frames of respite. She is always doing something, especially during her final phase. I remember having Neera using her down-special pretty often in the hopes that Merga would fly into the mines, but mostly she'd just shrug them off.
Since I'm on something of a complaint streak, I'll also add that the invincibility period after taking a hit is too short. There's a potion that boosts it to three seconds, but I think that's excessive. The hitbox on Neera's stabbing attack could've been expanded slightly, if only to avoid situations where she's right on top of the enemy and can't seem to hit them. Down + attack still works, though it feels weird having to rely on it so often. If there are other hitboxes that I don't agree with, I'll try and give them a mention. Spirits know that I'm really having to dig to find issues with Freedom Planet 2. The first game had a less-than-amazing shmup stage, something this critic could point to and say "Ah hah! See? I don't have to come up with insightful criticisms!", but the sequel's shmup stage is too short to warrant a nitpick.
I've wasted more than enough of your time. If for whatever reason you still haven't played Freedom Planet 2, then we should probably go our separate ways. Nearly four years have passed since this incredible action-platformer came out. I bought the damn game! Day one! Next thing that happened was that I "went to pick up some milk" and almost never returned. It's finished now though. Now I can move on to the hundreds of other unfinished games that are sitting in my library. Cool. Very cool.
*Yes, I'm dropping a Three Kingdoms reference in a game that has three kingdoms.