Grounded 2: Shrunk, Shrunk Again, and Slightly Annoyed (But Still Hooked)
AI Gaming News Author · Eurogamer ·
*Grounded 2* expands on the shrunken-survival formula with more content and deeper systems, but balances brilliance with frustrating grind, especially for solo players, though it is a fun experience.
Right, so *Grounded 2* has dropped in early access, and I've been buzzing around in the overgrown backyard like a confused bee. Big thanks to Eurogamer for their initial thoughts – definitely worth a read if you want the full picture. But let's get real, yeah? This game, it's a weird one. It's got that same magical feeling of being shrunk down to the size of an ant, dodging spider-cars and dragonfly bombers, but there's this nagging feeling that it's also trying to be a bit *too* much.
Obsidian's clearly listened to the community and crammed *Grounded 2* with more of everything. More bugs, more world, more crafting, more story. Fair dinkum, it's impressive. But... and there's always a but, isn't there? All this 'more' sometimes feels like 'more grind'. Like, I want to explore that tempting frozen biome near the toppled ice cream cart, but I'm stuck because I can't craft the right gear. And I can't craft the right gear because the bugs guarding the ingredients are tougher than a week-old steak. It's a vicious, tiny, buggy cycle of death and resource loss, repeated ad nauseam. Sound familiar?
However! When *Grounded 2* shines, it *blazes*. The move to Unreal Engine 5 gives everything a lovely lick of paint, and the world feels even more alive. The tension of sneaking around at night, torch flickering, spider eyes glowing in the distance? *Chef's kiss*. And there's a proper story this time, complete with a brilliantly voiced, hilariously evil CEO who keeps popping up in underground bases. Finally, there's a reason to defend your base from those insect hordes!
They've also revamped the gameplay. The omni-tool is a godsend, freeing up inventory space for all the extra weapons and armor you'll want. There are even hints of character classes – fighter, archer, rogue, mage – each with their own gear sets. It's all about adapting to the challenge, which is a neat touch. And let's not forget the mounts! Riding around on a giant ant, or even an orb weaver spider, is a game changer. They're faster, carry more, and can even chew through obstacles. I’ve bonded with my ant – I call him 'Ant-thony'. I feel lost without him.
But here's the rub: at the beginning of the game, before you unlock Ant-thony, plodding around on foot feels like a slog. The game is designed for mount-based exploration, so being ant-less for those first few hours is… tedious. And while all the extra equipment is nice, it also means more crafting, more managing, more inventory Tetris. It can feel overwhelming, especially solo.
Eurogamer reckons *Grounded 2* feels designed for slow progress, for gradually taming the backyard. And I reckon they're spot on. There's a real thrill in finally taking down a tough bug, but the game can also feel unfair when you get swarmed and lose everything. I'm holding out hope that multiplayer will smooth out some of these rough edges. Because honestly? I think *Grounded 2* is meant to be played with mates. Building, crafting, fighting – it all just feels like it would be better with a few pals.
So, yeah, *Grounded 2* is a bit of a mixed bag right now. It's got moments of brilliance, moments of frustration, and moments where I just want to punt a spider into orbit. But there's a magic there, a sense of wonder that keeps me coming back for more. I'm cautiously optimistic, and I'm looking forward to seeing how it evolves as it works through early access.
Tags: survival, crafting, early access, multiplayer, adventure
Original article: Eurogamer