

Paradise Lost managed to capture that one spark that Postal 2 had that really made it one of my favorite games of all time. However that huge fucking pimple didn't really manage to kill what was otherwise a fantastic experience. That, alongside the amount of crashing from bugged lava particles or something, made it so the only reason I was able to beat it was a developer oversight that allowed them to be affected by an insta-kill item. Its ridiculous amount of health makes it take forever to die combined with a punch attack that has a chance of throwing you into lava and killing you, a “suck” attack that is SUPPOSED to bring you into their stomach, making you have to escape before digestion kills you, that has a chance of instead just pulling you into the lava pit and insta-killing you. What really made it go from a slight annoyance to an exercise in not having an aneurism from sheer anger was just how badly designed it was. It’s not even an issue of it being difficult, ammo replenishing zombies and health dropping skeletons are everywhere begging for a sledgehammer to the face. The one single boss that me stop having fun was the final boss. However with a bit of preplanning and hoarding ammo and health, they aren’t a huge deal. Most of them are fine, however, I assume that anyone who aren’t armed to the teeth because they are doing a pacifism run aren’t going to have a good time. Towards the end, you are forced to fight several bosses, pacifism or no pacifism. However, note the use of “for the most part.” Paradise Lost isn’t without its blemishes where it forgets itself. The “evil” option is usually easier and pays off more at the cost of being more dangerous and likely to get you killed or jailed, while the “good” (then again, not murdering everyone you see pretty much makes you Mother Teresa in terms of Postal morality) option is usually harder and less rewarding but is usually, though not always, safer and you get the smug satisfaction of having taken the road of non-violence. Without even having it explicit, Postal 2 and Paradise Lost, has one of the best execution of a morality system possible, despite being barebones in terms of being an actual system, per se. What we are here for is to be given a seemingly easy list of mundane chores with both violent and peaceful ways of accomplishing it.

I think that most Postal fans would agree that we aren’t here to be forced to go guns blazing in on a linear succession of enemies. For the most part, rather than pretending that I’m here for the “FPS action” it instead relies on everything that made Postal 2 a great game. Putting aside the dating problem, Postal 2: Paradise Lost is pretty much everything I’ve been wanting from a Postal 2 sequel. Then again, you can't really expect much more from a $7 expansion pack of a game from 2003. Pretty much anything Postal 2 suffers from in this day and age, Paradise Lost suffers all the same. Ragdolls are buggy, the animations are stiff, and the game’s general aesthetic is very, very aged. To start off, I’m gonna get the obvious out of the way: It is an expansion pack to a game that is over a decade old and therefore suffers from the outdated engine.
#Postal 2 apocalypse weekend review trial#
Can the expansion pack, Paradise Lost, coming more than a decade late hope to succeed where the others have failed? The Trial Unfortunately, its first expansion pack, Apocalypse Weekend, and its sequel that everyone would just like to pretend never happened, didn't really pull that same feeling off.
#Postal 2 apocalypse weekend review full#
From there it builds upon itself, starting from things as mundane as waiting in line at the bank, to escaping a Post Office full of disgruntled, heavily armed postal workers, to trying to make it home during a violent cat-raining apocalypse. Even something as simple as going to the store to pick up a gallon of milk is bound to end in violence. Postal 2’s world a heavily satirical one where everyone (including the player) is two seconds away from pulling out a weapon and shooting everything that moves.
