 Hey there lads and ladies, it is Petrifying Pumpkins here and today I want to give you my early impressions on The Walk and Dead, Saints and Sinners Chapter 2 Retribution. Bit of a mouthful, my early impression of that title is that it needs to be sliced by a few words, but that's neither here nor there. The folks over at Skydance Interactive were kind enough to provide me with an early review copy so thank you to Skydance for that. Now I wasn't able to play enough in time to have a full review ready for the embergo, but I've put about 5 hours in so far and I feel that's enough to give you my early impressions of this sequel to one of the best PSVR 1 games. Before I start, don't worry, I will be avoiding spoilers as much as possible. I'm not going to beast around the bush, Chapter 2 is what you wished the original was. The game by that is while the original was graced in my opinion on PSVR 1, it was still limited by the PSVR 1 hardware, especially with those move controllers. With PSVR 2 it feels like it's been uncaged. The melee just works, the shooting works, reloading, the climbing, all of it just works how you'd like it to work, how you want it to work, whereas back with the move controllers it was fumbling, it was losing track and it was a bit of a pain. It was worth persevering through because that game was so good but it wasn't paying. It takes full advantage of the new sense controllers, the haptics, the adaptive triggers and the finger tracking are all there and all feel graced, however it's just having reliable tracking for me. That's the real highlights here compared to PSVR 1. In terms of visuals, straight away in the main menu, just looking up at this beautiful full moon on the starry night, I was impressed with just how clean everything looked, not to mention the light levels and overall the light in general. I've done about four or five different missions in Retribution software, one of which I did at night time where it's more dangerous, there's more zombies of those, but the benefit is that there's better loose spawned into the world. So let me tell you that the hotel at NICE, and that's just one instance, one interior at NICE is a pretty scary place to be. It gets really dark thanks to the OLED display of the PSVR 2 and you need to rely on your flashlights at times, though this does allow you to be a bit more stealthy on occasions, there is a little meter that lets you know if you're visible or invisible so you can get around zombies better that way. However you may notice that dreaded Murrah effect more in those kind of darker lighting conditions. More broadly speaking, Chapter 2 feels, at least in the early stages, like an expansion to the original. The core gameplay loop remains, you'll be frantically slicing, dicing, stabbing and blasting plenty of zombies with a variety of melee weapons and firearms that all feel like they have real weight to them. You'll have the same home base that you had in the original, though this time it has been expanded a bit, you'll go into different zones of New Orleans, some of them are familiar, while some of them are brand new, and you'll be completing quests for NPCs that can play out differently depending on the choices that you make. You'll be scavenging for loose, you'll be crafting, you'll eat, you'll bandage yourself up, you'll upgrade your workbenches, you'll look for keys and codes to access hidden stashes, and you'll make choices that affect how the story flows. The big new addition, however, that I've not really got to experience properly yet, is a new enemy called the Axeman. Now, he's this large, menacing threat that will act as your nemesis kind of Resident Evil style throughout the story. However, after playing five hours, I've only just been introduced to him, so I can't really say yes whether or not he is a success, though I'm definitely excited by the prospect of him and his potential to really shake things up. In terms of negatives, there have been a few technical issues I've encountered, including an instance where my revolver kept flicking in and out of my hand kind of rapidly, and there was a part where I had to reload my save file because I got stuck on a balcony that I guess I wasn't supposed to be able to get on. Maybe there was a way for me to get out of there, but I couldn't figure out how to climb or jump or anything like that, though I was just stuck on it, so I had to reload the save file. However, overall, it has been smooth sailing, these are kind of more minor gripes, and Skydance have informed me that there will be a patch coming by launch to address various issues. Retribution is a game that I can't wait to put more hours into and explore properly. If you're a fan of the first one, like me, it's an easy recommendation, even at just five hours in, and I think you'll be pleased with how it looks and how it runs on the PSVR 2. However, if you haven't played the original, then I'd highly recommend getting the PSVR 2 version of that game that will be coming out in the same day, March 21st, and playing it before this one as it picks up right after the events of that game, and you can carry your save file to Chapter 2 and bring your story choices with you. And for those of you out there who may be wondering, yes, you can play this game standing or sees it. If you're sees it, you can kind of do a force pull kind of thing to grab items that are maybe a bit out of your reach if you're sitting down. So anyway, that's it for my first impressions. If you have any questions, ask away in the comments and I'll answer if I'm able to. Please like and subscribe and all that usual YouTube shies or else. Thanks for watching and I'll see you in the next one. Please stay nice and moist.