There’s hardly an interaction in the game that doesn’t require coordination between Quill and the Reader, making Moss: Book II more of a full-body sport than the original. You open the game by returning a lost sword to Quill, and within moments, you’re making paths, grabbing enemies to delay their attacks, and reaching out to heal her wounds. I think the first Moss’ opening scene is more impactful - I distinctly remember thinking “I would do anything for this mouse” when Quill stepped into view - but however you first encounter her is going to stick. The first time you see Quill dart onscreen to greet you is magical. The sequel builds in more interactions between Quill and the Reader from the very start. You’ll still help Quill in all the ways you did before, and more, but this time, your bond feels deeper, more urgent, and more terrifyingly fragile. Moss: Book II continues that dynamic while complicating your relationship with Quill - and the role of Readers as a whole. Even though you literally control her movement, you always feel more like a partner than a commander. As the Reader, you guide Quill (who you also control) on her adventure by manipulating the environment - but the story is always Quill’s. You play as the Reader, a visitor from another world visible only to a select few. It’s about Quill, a brave little mouse who gives up everything to save her world from an army of robotic insects known as the Arcane. Polyarc’s 2018 puzzle platformer Mossmakes you a character in its world, but the story isn’t about you. Quill is cute as a button, but don’t underestimate her.
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