Actraiser 2 (ActRaiser 2: The Crusade for Silence in Japan) is an action platformer game released on the Super Nintendo Entertainment System. It was developed by Quintet and published by Enix (now Square Enix) and was released in 1993. It is the sequel to the acclaimed ActRaiser. The plot of the game is strongly inspired by the Lost Paradise of John Milton and the Divine Comedy of Dante.
It does not reveal much about Actraiser 2 timing. It is assumed that it can be set in the past, or in a parallel dimension, with respect to the first ActRaiser. ActRaiser 2 is just a "sliding platform" game and does not include elements of a god game like the original.
The gameplay consists of sliding action on various platforms. The player assumes the role of "Master", controlling a building that inspects the inhabitants. After learning of their condition, the Master descends to fight monsters and wicked, to free the world from evil.
Each area consists of two "acts". The first "act" consists of an area in which a minor demon, because of an unfavorable condition, generates monsters. The second "act", on the other hand, is a place where the most tenacious monsters are generated by a primary monster, homonymous with one of the seven sins of the capital.
The ActRaiser 2 sliding action, compared to the first ActRaiser, has been greatly improved: the "master" has functional wings, with which it can fly or jump very high to dodge dangers, or drag it to platforms otherwise inaccessible.
Armed with the only genius and a refreshing shield, the Master will soon become dependent on magic. By pushing a specific button, the attacker will sfer: In addition, to load "magic", you have to hold down a button. Each magic sorts different effects depending on the place where the Master is located.
In this video game during action, the types of magic are interchangeable, compared to the first Actraiser where spells could be selected only before the start of a mission.
The more the level of difficulty increases, the longer the wait is to get the magic to the fullest of its potential. The video game, in spite of the improvements and the first, is generally more difficult: the enemies are more tenacious, and at the maximum level of difficulty, the rebound factor rises vertiginously.