Endless Legend 2 won't reinvent the wheel. It improves on the original in every respect, and that's completely fine with me
Amplitude Studios returns after 11 years to one of its first games. All signs suggest that the sequel will likely please all fans of the first installment.

11 years, how the time flies. Exactly that much time has passed since the release of Endless Legend, the second game created by the French studio Amplitude Studios. This title, along with the earlier Endless Space, helped consolidate devs' position in the 4X strategy game development scene. A lot of time has passed, and I won't lie, the announcement of the continuation surprised me. This is a big shift from the previously adopted path, specifically the realistic style of Humankind, which was achieving success four years ago (at least in sales, though player reception was mixed).
We will have the chance to revisit the Endless universe, a realm that merges fantasy and science fiction into a uniquely original blend. Is that good? In my opinion, yes, because it's clear that developers from France feel best in these climates. A brief demo of the upcoming Endless Legend 2 shows that fans of the original can expect a game that won't reinvent the wheel but will improve many aspects of the original, enriched with unique factions and the signature mechanics of this installment—a map that evolves over time. However, this doesn't mean that there is no room for a few small doubts.
Revolution? Not at this address
When designing Endless Legend 2, the creators clearly began with entirely different assumptions compared to the developers of the newly released Civilization 7. Instead of delivering a revolutionary experience to players, they chose to refine their previous game, adapt it to today's standards, and improve it with a few interesting mechanics that don't drastically change the gameplay.
Thus, the core elements of gameplay remain unchanged from the original. According to the rules of classic 4X games, we choose one of the available nations and land on a vast board divided, in this case, into hexes (this time not on the planet Auriga, but on Saiadia). In the first turns, we choose where to set up the starting settlement, and then the game proceeds in a familiar manner. We develop cities, occupy new territories, negotiate with rivals, fight, and explore. The devil is in the details, however.
Just like in Endless Legend from 2014, the technology tree is a circle rather than a tree, allowing all technologies from a specific age to be researched immediately without gradual unlocking. We can either immediately devote all our scientific potential to one branch of research or, on the contrary, develop in a balanced way.
During exploration, we will encounter both independent empires and small factions occupying only a single region of the map. At the beginning, they are a bothersome obstacle, as they frequently attack intruders, who are our troops. Over time, however, we can assimilate them by completing quests for them, through bribery, or by simple military conquest. This in turn gives us access to special bonuses and unique units. This mechanic works nearly the same as in the previous installment, and there are already many minor races in the game, from centaurs in the courier industry to stones that are self-aware.
Again, a clear RPG aspect was also found here. We attach heroes to the units, leveling them up over time, improving their stats, and unlocking special abilities tied to their class. We can also equip them with gear in the form of special weapons, armor, or extras such as grenades. Their presence is essential for completing quests, including those from the main storyline and side missions for smaller factions.
So, veterans will feel at home. At every step, I encountered mechanics and other elements directly taken from the first installment. Almost all of them have been improved to a lesser or greater extent. You can immediately notice it, even just from the interface - it's much clearer and easier to master than the one I recall from the previous version. The expansion of cities also looks more fun, which now emphasizes skillful development by placing buildings in the right neighborhoods. The aim is to benefit from big income bonuses stemming from straightforward dependencies.
The combat system has been enhanced, and while it still works on the same principles as in the original and Humankind, it's undoubtedly its best version. Clashes are happening again on a segmented part of the map divided into rounds, but this time everything runs more smoothly. The combat is smoother, the interface doesn't cause problems, more tactical options are at our disposal, and the AI finally seems to better understand the complexities of using the terrain to its advantage.
They also removed the mechanics of upgrading equipment for individual units in our army, which I always found to be a very tedious task. Instead, an option was introduced to upgrade units to selected archetypes, which perform better in specific roles. Of course, it requires some resources, but the entire process is easier and clearer than altering equipment components in the earlier version (which was easy to overlook).
Another aspect that has been significantly improved is diplomacy. In the first Endless Legend, it was easy to fall into the trap of irreversible hatred from other countries, and there weren't many diplomatic options either. In this context, the list of available agreements and other actions is more extensive, and the system for building trust between empires appears more complex. The relationship develops by gradually starting with small gestures and only after some time moving on to more decisive actions.
Coral samurais versus killer insects
What sets games from the Endless universe apart from other 4X titles is their strong emphasis on storytelling and the distinctive design of the factions featured in these games. I have no doubt that this will also be the case with Endless Legend 2. In the demo, there are only three nations, but each presents a completely different gameplay philosophy.
The first group is Kin of Sheredyn, which is relatively ordinary. These people were once members of a cosmic nation, but due to the war, they found themselves on Saida, stranded without access to their satellites and ships still in orbit. Their style clearly refers to ancient empires with a mix of advanced technology. However, they are characterized by the smallest number of unique features and exceptional gameplay mechanics. So they are quite universal and make a good choice for new players.
The group called Aspects is completely different when compared to them. They are a vibrant fusion of metal bodies and coral, heavily inspired by the visual elements of the samurai era. Their minds are connected with the help of the Choir, which allows them to live in harmony. Above all, they value peaceful coexistence with their neighbors. From a gameplay perspective, they can spread coral across far-reaching areas of the map, providing them with useful bonuses and enabling them to navigate the seas. It's also necessary in the process of establishing subsequent cities.
The last on the list is a faction of deadly bugs, whose task is exceptionally simple - devour everything in their path, and establish another colony on the carcasses of enemies. In their case, diplomacy is useless. This faction resembles Tyranids from Warhammer 40,000, although in a less acidic and much more insect-like version.
It is immediately clear, therefore, that the developers will give us a very diverse range of nations and I can't wait for new reveals. Especially since Aspects is a great example of how creative the designers at Amplitude are. I'm really curious what other ideas will appear in the game. But seriously - cosmic samurais made of metal and coral? Give me more of this!
Especially when the presentation is so good. The graphics depicting leaders and heroes are fantastic, the introductory cut-scenes for their back-stories look beautiful, and the unit models attract attention with interesting designs. The same can be said about the overall visuals, which are at a very high level. However, doesn't focus on pure realism, unlike the latest Civilization (which, no matter what you say, looks phenomenal). However, here we are dealing with much more stylized graphics, which have their own unique character.
Isn't all this lore too much?
In the case of games from the Endless universe, it is also important to remember a very important element - the lore. Although we are dealing with 4X games, the plot, world history, and individual nations' threads play a key role in the gameplay. The veterans of the first game may remember that each nation had its own series of quests, the completion of which was one of the nine possible victory conditions.
In Endless Legend 2, individual factions also have their own storylines. This time, however, they are even more extensive. While in the previous installment these quests were somewhat off to the side and could be freely ignored in favor of developing your state in a different direction, they play a central role in the sequel. In the subsequent tasks, I explored the map, talked to many characters from my council, made narrative choices, and advanced the story further. Considering this was a demo, there were really a lot of quests, and the game clearly indicated that this is a key element of the gameplay.
At this moment, my biggest concerns are therefore related to this aspect. I'm worried that the developers have put too much emphasis on the narrative aspect of their game, which could greatly affect its sandbox nature. Especially since the demo does not currently offer information about other victory conditions. A scenario in which these simply do not exist is extremely unlikely for me, but I am increasingly suspicious that faction quests will be preferred. At this moment, I can't say for sure, as I have only played a limited part of the standard gameplay.
However, if you liked this feature in the previous game, this might be good news for you. Especially since the RPG aspect has been developed not only within the main plot for each nation, but also in minor narrative events. These appear often and sometimes are related to our achievements, heroes we have recruited, or even the effects of our discoveries. They most often give you the option to make decisions regarding a certain problem, which means potential rewards or, on the contrary - the beginning of a crisis. Let's keep our fingers crossed that the developers will prepare enough of them so that they won't become boring in subsequent playthroughs.
New year, new continent
It is also worth mentioning a completely new mechanic that the developers were boasting about during the first announcement. And rightly so, because a map that changes over time, regularly revealing new secrets to the player, is a great and refreshing solution. But how does it actually work? Every few dozen turns, the monsoon season begins, during which there are heavy rains. During it, we can also collect anomalies appearing on the map (they offer various minor bonuses). After that season, the water level drops, revealing new stretches of land.
This radically increases the available usable space. New continents, regions with ancient ruins, areas offering additional quests or unknown resources will appear on the map. This is also another opportunity to explore and fight for newly available territories. Especially when the lowering of sea levels also provides a way to previously inaccessible regions that were located beyond the ocean. This whole mechanic makes the gameplay experience feel fresh and offers another reason for further expansion. There is always something to do and I feel that this may be the element that effectively eliminates the boredom that many players experience in the endgame of 4X strategies.
I just hope that the variety of available territories will be further expanded during the development process. At the moment, there aren't many biomes. During the gameplay, I came across classic plains, deserts, savannas, and areas dominated by forests. However, I missed at least the tundra regions or those completely covered with snow. Of course, it is possible that they will be added in the future - after all, I was dealing with an early version of the game, so a lot can still change.
While I complain about the number of available biomes, I definitely cannot feel that about the abundance of unique fields that I have encountered. The entire map is covered with interesting anomalies offering substantial bonuses, such as ancient bunkers, habitats of various animals, or unique rock formations. They all of course have enormous significance when making a decision regarding the location of your next city. They offer very high incomes, but at the same time, they are not areas suitable for buildings. Therefore, it is necessary to properly balance between establishing a settlement in a place with many empty fields and one surrounded by anomalies.
Pleasant return to familiar areas
All of the features listed above make me feel optimistic regarding Endless Legend 2. This time, the developers are not diving into deep waters with a bunch of new ideas, as it was with Humankind, but are returning to something that has already earned them many fans. At the same time, the formula of this game is still unique enough that, despite focusing only on improvements and not revolutionary changes, it remains fresh compared to competitors. Especially considering that we had to wait 11 years for the sequel. So it's worth continuing to observe Amplitude's actions and keeping our fingers crossed that the rest of the game will be as good as the demo.
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