Video summary
Project Slayers 2 Release Is A DISSAPOINTMENT...
Main summary
Key takeaways
Storyline / Progression Overview
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Overall loop: Project Slayers 2 is described as largely following a repeating progression pattern:
- Go to an area
- Kill a set of “bandit” enemies (commonly four)
- Report/complete the quest
- Do the next, slightly stronger “boss” version of the same enemy type
- Repeat for most levels
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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.
- The first quest is claimed to be the same as Project Slayers 1:
- 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)