Video summary

Project Slayers 2 Release Is A DISSAPOINTMENT...

Main summary

Key takeaways

Gaming

Storyline / Progression Overview

  • Overall loop: Project Slayers 2 is described as largely following a repeating progression pattern:

    1. Go to an area
    2. Kill a set of “bandit” enemies (commonly four)
    3. Report/complete the quest
    4. Do the next, slightly stronger “boss” version of the same enemy type
    5. Repeat for most levels
  • Key progression milestones mentioned:

    • Early game: The first quests are immediately “kill bandits” (quest-giver outside spawn).
    • Boss progression formula: After enough kills, you move to a harder “boss bandit” variant.
    • Later variation example: The same structure is also shown with bears (four bears → bigger bear/mother bear/boss bear variations).
    • Breathing technique unlock: Breathing is delayed until around level 25, and final selection later around level 45 (per the creator’s account).
    • Final Selection: A long, largely reused quest chain culminating in fighting the Hand Demon, with multiple stages of combat/collection/parkour-style tasks.

Gameplay Highlights (What’s Improved)

  • Phenomenal graphics: Breathing techniques, blood demon arts, and weapon skills are said to look amazing.
  • Much better character customization: Clothing, faces, hairstyles, etc. are described as significantly upgraded and fun to create.
  • Mounts added: Horses enable real map traversal (a major upgrade over the first game’s reliance on teleporting). Taming is expensive (mentioned as ~10K in-game).
  • New mechanics for technique acquisition (partially):
    • Breathing acquisition includes a new/changed component (e.g., a parkour dungeon), even if it’s described as poorly executed.

Main Criticisms / Strategies / Key Tips

1) Progression Feels Mind-Numbing (Excessive “Bandit Beating”)

  • The creator argues the game’s identity becomes repetitive:
    • “Go kill four NPCs → report back → kill one stronger NPC”
  • They claim this pattern dominates most progression.
  • They contrast this with BV Ultimate, saying BV’s enemies feel more distinct and engaging.

2) Experience and Leveling Require Heavy Monetization Pressure

  • Before an EXP buff, leveling was described as enjoyable mainly if players bought 2x EXP on cooldown.
  • After the buff, it’s described as “playable,” but still criticized as too grind-heavy.
  • Technique delay compared to Project Slayers 1:
    • PS1: breathing around level 12, final selection around level 15 (claimed).
    • PS2: breathing around level 25, final selection around level 45 (claimed), taking 8–16 hours depending on boosts.

3) Breathing Technique Farming is RNG-Heavy and “Pay-to-Favor”

  • To unlock techniques, the creator says you must farm demon horns by killing demons.
  • Horn requirements are criticized as unintuitive:
    • Thunder: 10 horns
    • Water: 30 horns
    • Wind: 50 horns
  • Reported grind difficulty: even 10 horns reportedly took “almost 2 hours” (and similarly for another attempt).
  • Strategy suggested to reduce grind time:
    • Buy “2x luck” game pass to increase horn drop rates (with the note that drop chance was buffed at recording time).
    • Optional higher-tier monetization: VIP monthly to buy “4x luck” (claimed).
  • Time/price complaint:
    • 2x luck lasts 15 minutes and costs more than 2x EXP (which lasts 30 minutes).
    • The creator finds this mismatch illogical.

4) Final Selection is Long, Repetitive, and Buggy (Poorly Designed)

  • Outside complaint: hours of waiting to open (not the biggest issue, but noted).
  • During combat: enemies are described as having:
    • Huge aggro range
    • Hyper armor (hard to interrupt)
    • Persistent pressure (they stay on you throughout)
  • Quest repetition inside Final Selection:
    • The first quest is claimed to be the same as Project Slayers 1:
      • Find demon slayer’s fruits
      • “No indicators/markers,” lots of searching
    • More “search unmarked items” quests are described.
  • Additional steps include:
    • Swimming for items/keys
    • Parkour dungeon again (noted as happening even if you didn’t choose water breathing)
    • A quest involving walking between flags multiple times
    • A stay-in-a-circle defense sequence for several minutes while demons attack
  • Boss bug: the Hand Demon fight is described as bugged for half the attempt due to an NPC getting stuck in a wall, making the boss effectively immortal.

5) Niche Missions After Final Selection Aren’t Truly New

  • After becoming a slayer and doing Kasugai Crow missions, the creator says the missions are essentially:
    • Killing nearby boss bandits/world bosses
  • They’re described as offering no unique content—just boss kills wrapped in quest text.

6) Technique-Unlock Training (Example: Water Breathing) is Frustrating

  • Trainer steps (as described in subtitles) include:
    • parkour dungeon
    • push-ups training
    • boulder push training
    • aim training
    • find underwater rocks
    • defeat a water trainer
  • Main complaints about the parkour dungeon:
    • Lacks direction/clear guidance
    • Timed, forcing restarts on failure
    • Restarts happen even when the creator thought areas were reachable; they were told they “shouldn’t have walked there”
    • Restarting makes it feel excessively tedious

Bottom-Line Takeaway (as Presented)

  • The creator concludes PS2 has:
    • Better visuals and customization (major positives)
    • But a repetitive grind loop, delayed progression, monetization pressure (luck/EXP passes), and final content that reuses older quest design without meaningful innovation
  • Overall, it’s described as feeling like the same game “from three years ago,” just with upgraded effects rather than a fresh evolution.

Gamer(s) / Sources Featured

  • Techy (mentioned by name as another player; also referenced regarding time-to-level)

Original video