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Tails of Iron 2 Whiskers of Winter, A Review

Either I am seriously uninformed, or, given its quality, the original Tails of Iron did not receive nearly enough attention upon release. I only learned about it when we were offered to review its sequel, Tails of Iron 2, which is three years too late. This "small" 2D action title succeeded in something that even more hyped-up studios fail to achieve. 

 

First, it identified the elements that make Soulsborne titles so compelling to play. Then, through its visual presentation and aesthetics reminiscent of Hollow Knight, it left a clear mark on a genre where originality is increasingly challenging to achieve. The game's intriguing story of war between the kingdom of rats and the horde of frogs was narrated by Witcher Geralt himself—or rather, Doug Cockle, as he is known in the real world.

 

If you want something with a little more creative freedom, check out our Eternal Strands review!

 

The Story of Tails Of Iron 2

 

Given the relative obscurity of the first game, it's worth mentioning that Tails of Iron 2 Whiskers of Winter can be played without prior knowledge of the series. The most basic information is provided in the prologue: while the South is under siege by the frogs, the Northern kingdom has been devastated by a sudden bat attack. As young Rat King Arlo, you take up your sword and shield and embark on the mission to rebuild the kingdom. To succeed, you must defeat the bats, but you'll also face other beasts, such as snakes, spiders, and giant birds.

Animated medieval tavern scene with people and creatures gathered outside and inside. Snowy forest, dim lighting, and rustic atmosphere.

Following the Soulsborne formula, which refers to the gameplay style of the Dark Souls and Bloodborne series, combat is the central focus of Whiskers of Winter, and at its core, it remains relatively simple. There are no elaborate move chains or flashy combos—you need to dodge, roll, block, and parry, and only then look for openings to strike. In the Tails of Iron series, enemies signal their attacks with specific colors, and you must react accordingly. Some attacks can only be blocked, others require dodging, etc. However, unlike the original, this time rolling includes I-frames (invincibility frames), allowing you to avoid attacks that you previously wouldn't have been able to evade this way. This change further aligns Whiskers of Winter with the Dark Souls series.


What's New?

 

A new addition is the introduction of elemental effects for most weapons and armor. This means you must choose your equipment based on your enemies, as a single sword or spear won't be a "jack-of-all-trades" solution. When swapping equipment, you also need to consider its weight, as it directly affects the speed and distance of your rolls.

 

As expected, the insistence on continuous adaptation to different situations is a double-edged sword. On one hand, it makes combat more engaging and dynamic, requiring players to adjust. On the other hand, constantly going into menus to switch gear can become tedious. Fortunately, enemy types in a single area don't change frequently enough for this to become a major annoyance.

 

Another significant combat-related addition is the ability to use traps, antidotes, and weapon-sharpening stones. This system is well-implemented, giving more freedom to players who enjoy tactical gameplay without being overly intrusive. The only issue is that your backpack can only hold a limited number of items of the same type (often just one or two), meaning you'll frequently have to return to merchants to restock. Despite these minor inconveniences, the original's already excellent and intuitive combat has been taken to an even higher level in Whiskers of Winter.

 

The Look And Feel of Tails of Iron 2


Fantasy scene with a fierce owl swooping at a warrior in a forest with ancient ruins. Dark, earthy tones dominate the intense action.

The game's world and audiovisual presentation match its combat in quality. Not only has "Geralt" returned to narrate, but the hand-drawn visuals are nothing short of brilliant. The environments you explore are equally stunning, drawing you into the game's world. At first glance, it may seem like a standard medieval fantasy setting with rats instead of humans. However, as soon as you visit the Owl Kingdom, with its entirely unconventional architecture, it becomes clear that traditional fantasy conventions don't bind the game. Similar surprises continue throughout the game. While the writing isn't groundbreaking and relies on clichés at times, the final result is still memorable.

 

There is one more element Tails of Iron 2 shares with The Witcher series, though this one is less impressive. A new feature compared to the original is the introduction of monster-hunting missions. An NPC gives you a monster's location; you eliminate it. Sometimes, the creature flees, requiring you to travel to a new location, but that's about it. These missions add a bit of variety to the gameplay, but they don't significantly impact the overall experience. 

 

This highlights a common issue with some of the game's newly introduced mechanics—take the grappling hook, for example. While these elements were added to expand the gameplay, in practice, they often just slow down the pace and emphasize frequent backtracking, which already feels excessive for a 7–8 hour game with relatively few Metroidvania elements, which are typically characterized by interconnected world design and the need to backtrack to previously inaccessible areas with new abilities.


In Conclusion


A mouse knight faces a giant toad in a dark, mysterious forest. Dim lighting with green hues and a glowing lantern above create a tense mood.

Ultimately, there's no grand philosophy behind Tails of Iron 2. It is a very enjoyable game, much like its predecessor, and it remains similar. While some of its new features represent welcome improvements and natural evolution, others feel more like unnecessary additions. Still, Tails of Iron 2 Whiskers of Winter is a mechanically and visually fantastic 2D title with a memorable world that firmly stands out among Soulslike games. Don't expect radical changes compared to the original—if you even played it!

 

Game Rating: 8.6/10

It is a beautifully crafted and mechanically refined Soulslike with engaging combat and world design, though some additions slow the pacing and introduce unnecessary backtracking.

 

Recommended Age: 12+

The game's challenging combat and darker themes make it more suitable for preteens and older, especially those who enjoy Soulslike mechanics and don't mind some trial-and-error gameplay.

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