Game: Curious Expedition 2
Genre: Strategy, Roguelike
System: Nintendo Switch (also on Steam, PS4, Xbox One)
Developer|Publisher: Maschinen-Mensch | Thunderful Publishing, Plan of Attack
Age Rating: EU 7+ | US Teen
Price: UK £16.99 | EU € 19,99 | USA $19.99
Release Date: August 11th, 2021
Review code used, with many thanks to Plan of Attack

Diary of a Big-Game Hunter
It was an all women’s team. Not the kind with cricket bats. I’m talking revolvers and jungle machetes. And a magma-blasting gun, which I bought from a talking mole.
Sounds violent, you say. It’s true. But being a big-game hunter by profession, I was simply leading this expedition party the way I knew best.
Oh, and what a party it was. Jacqueline: a mere street rat when we met, and she went on to pilfer more than pockets. Leonora: paranoid, but a steady haggler. Jeanne-Marie: she saved our lives with pot and pan. Even our hunting dog Reya was indispensable, bringing us wild quail she had caught. Miraculously, each one of us lived through those four years of daredevilry.
We first met in 1886, in a Parisian bar named “Boussole Cassée” . . .

New and Improved?
Sail once again to fame and fortune! Just know that infamy and misfortune are always around the corner. Like the first Curious Expedition, this sequel is a tightrope walk between risk and reward. That’s what makes it deliciously addictive.
Old fans of the first game may not love everything about the sequel. Several key elements have changed, for better or worse. But overall, I would call Curious Expedition 2 a delightful improvement.

The most obvious change is an overhauled art style: it’s fantastic. Not that the old pixel-style was bad, it was very well-done. If you’re an old fan who digs the new look, CE2 is worth the buck as there’s a ton of fun new content. If you’re a first-timer and prefer a casual experience, I recommend CE2 over CE1 as it’s less punishing.
In this review, I’ll focus on major changes to the gameplay. But first, here’s a crash course for those who haven’t played the first Curious Expedition (which we reviewed here).
Crash Course for New Explorers
Gameplay-wise, Curious Expedition 2 is a strategy roguelike. More specifically, it’s about survival and resource management. Theme-wise, it captures the excitement of European exploration without failing to acknowledge the infamy of colonialism.
Set in the 19th century, the game sends you on expeditions to uncharted islands. The goal of each expedition varies, but you’re often looking for something strange and marvellous, a Golden Pyramid, a rare orchid, a legendary monster.

Along the way, you encounter island inhabitants, both humanoid and bestial. Talk, trade, fight, flee, plunder, and so on.
Yes, plunder. The opportunity to take treasures that aren’t yours presents itself often. So often, in fact, that you might feel the game encourages theft. I would say it merely “tempts,” but that’s debatable. There’s no doubt, though, that you’re eventually rewarded with Fame points for pilfering. All at your own risk, of course. Actions that anger local islanders will set off negative consequences that affect your chances of survival.
“Fame” is the game’s measure of success. Fame points are earned most commonly by returning home with treasures or hunting trophies. But there are also non-violent, non-thieving means for achieving Fame, such as playing the Anthropologist, whose special ability is to create valuable writings by studying island culture.
Regardless of how you choose to play, you need to make it home alive! Home is Paris. It’s where you’ll submit items in exchange for Fame points and Expo tickets (a new currency that CE2 introduces). Then you’ll buy new provisions for the next expedition: food, weapons, travel equipment, etc. Even trinkets for trading could prove a matter of life or death.


Each party member has a health meter. But physical health is less important than sanity. The entire party shares a single Sanity meter. It depletes as you travel, and can be restored through food and happy events. Keep a close watch on your sanity! When sanity is low, random disasters are more likely to strike.
To survive a whole series of expeditions, you must manage resources shrewdly and be blessed with a dash of luck.
Missions and Difficulty
The biggest change in gameplay is length. Playthroughs are now much longer. To compensate, easier difficulty options have been added.

In the old days of CE1, you could finish a game in 2 or 3 hours. In CE2, however, I took 15 hours to finish Campaign Mode on the easiest difficulty (without dying).
Campaign Mode, which has an overarching plot, contains a mix of story missions and randomized expeditions. While I enjoyed it, I was fatigued by the story missions, which were extra long.
Victory conditions have changed too. In CE2, you win by simply surviving all expeditions. You no longer have to score more Fame points than AI-controlled rival characters. There’s less time pressure from rivals, so you can explore at greater leisure. On the other hand, you shouldn’t tarry because there’s now an encroaching purple fog. Dilly-dally too much and you won’t be able to see much but purple.

If the game’s too hard, difficulty settings can be changed mid-game. If you die, do you prefer to (a) restart the game, (b) restart the year, or (c) restart the current expedition? What luxury to have these options! This makes CE2 much more accessible to newcomers.
At the same time, it offers a new challenge for veteran players: Director Mode. This mode bears more resemblance to CE1 in terms of roguelike-ness and replayability. Unlike Campaign Mode, Director Mode dispenses with the story and makes you start the game from scratch if you die. You must also add a “difficulty modifier” each year, which is rather fun.

I had mixed feelings about all these changes. Campaign Mode’s easier difficulty options brought a sigh of relief, and it was nice to explore islands at greater leisure. I’m enjoying Director Mode too.
But I would have liked both game modes to be shorter, so I can spend more time experimenting with different playstyles. More variety in mission types would be welcome too.
Playable Characters and Rivals
In CE2, you’re no longer playing famous explorers. You pick a character class instead of a real-life celebrity.
Only two classes are available on your first run, with six more to unlock. The classes are geared towards earning Fame in different ways, which seems more streamlined than in CE1.

Famous explorers still exist in the game but function differently. One appears as your rival in the campaign plot, though without impacting gameplay as much. Other fellows may randomly offer themselves as short-term recruits, though I’ve yet to meet one.
I miss the fun tension of competing with CE1 rivals. In CE2, I can try to beat my old Fame scores, but it isn’t the same as triumphing over a rival. Now I can’t go around gloating, “Hah, I beat you!” There’s a special satisfaction in knowing you one-upped Charles Darwin or Roald Amundsen.
But I’m happy to explore the new class system. The two Curious Expedition games are both good, just different, so there’s reason enough to play both!
Content and Mechanics
The game isn’t merely longer, though. It’s also a richer, more vivid experience. I enjoyed a major new feature called Explorer Clubs. The clubs bring fresh variation to an old formula. They also add a little colour to the background narrative.


Paris is home to three clubs: Royal Avalon (British), Lux Labs (tech), and Taishi (Oriental). Before each expedition, you’ll ask one club to sponsor the trip. You don’t have to commit long-term to any club, but doing so will gradually unlock exclusive items.
Here’s the deal. Before sailing out, your chosen sponsor offers money and club-exclusive items. After arriving home, they take your treasures and leftover provisions. But don’t worry, all those goodies still reward you with Fame points and, additionally, Expo tickets. Expo tickets can be exchanged for money, items, or club services.

Each club offers a unique service. Avalon heals mental ailments like “acrophobic,” “paranoid,” and “sexist” (oh, if only!). Lux Labs upgrades weapons. Taishi grants experience points to party members, which are necessary for levelling up abilities like cooking or fighting.
One more thing about clubs: You can join online club competitions, held weekly! Last week, for example, clubs competed to find the most dinosaur eggs. It’s a small but nice way to connect to the CE community, however impersonally. Plus you’ll earn a hat, Expo tickets, and Fame.

Apart from clubs and expo tickets, there’s lots of new content. A whole cornucopia, really, of new items, creatures, and terrain. I’ll just mention a few and let you discover the rest.
Ride a sea turtle. Ask a giant worm to mix your food items into a brand-new concoction. Gamble with zombie pirates.
Above all, I’m most delighted by Joobee, the truffle hog. Every 20 days, Joobee can dig for a random item. Mushrooms, mysterious rocks, pearls—anything could come in handy for trading. Some items are even worth a small amount of Fame.

Lastly, combat works differently. It’s still a dice-based system, but you’re no longer rolling for combos. Instead, you’re deciding whether to “boost” dice for stronger effects by sacrificing the use of same-coloured dice. There’s now a wider variety of dice, each unique to specific characters and weapons.
Despite this revision, combat is still not the most scintillating experience. But that’s fine. The new system takes longer to play out, but it’s more interesting.
Visuals, Sound, Narrative
Coupled with a new narrative—foreign wonders, showcased at the Paris Expo—a lavish art style makes Curious Expedition 2 burst with vibrancy. Maps, items, and backgrounds are all beautiful to behold.

Initially, I wasn’t keen on the Tin Tin cartoon style. But this new look quickly grew on me. The paintings of Paris and the three Explorer Clubs are especially gorgeous. You’ll see the Eiffel Tower built gradually over the campaign’s four-year period, in time for the 1889 Paris Expo.
We don’t learn much about the Expo. But it’s a slight step up from CE1, where your treasures simply end up in the British Museum. I say “slight” because the real 1889 Paris Expo was a colonial exhibition. That gives me pause. What is my character doing, exactly, by bringing foreign treasures home? What happens to these treasures after the exhibition? If they’ve been gifted or traded by islanders, is everything A-okay?


Compared to the first game, CE2 has more positive interactions with native tribes. There are quiet, feel-good events, like sharing a meal.
I also encountered two memorable events that were meant to be unpleasant. Once I met a European man recruiting islanders for his human zoo. I could either trade with him (while expressing disgust) or sabotage his cause. The other event also involved a European man. When he jokes about smelly natives, you can either laugh along or rebuke him.
But overall, the game’s focus is clearly on gameplay, not narrative. It doesn’t aim to address or correct colonial attitudes. It simply places you in this era and gives you moral freedom.

Going back to visuals: One way in which CE2 falters is that character animations look clunky, to the point of being a bit unsightly. It’s a minor detail, though. I’m more grateful that combat animations can be skipped to save time.
As for music and sound, CE2 keeps the minimalist approach. Musically, it’s quiet and low-key, punctuated by familiar sound effects from CE1 that evoke strangeness and the meeting of alien cultures.
Parental Note
Visually, CE2 may appeal to younger children, but strategy-wise it might be hard for them to beat the game without help.
That could be why the game is rated “Teen” in the US (but 7+ in Europe), though more likely from “Use of Alcohol.” Items like Whisky and Coca Leaves can be consumed to restore sanity points. But these substances may backfire and cause negative mental effects like “alcoholic” or “paranoid.” Blood is present but not prominent or gory.

Several reviews I’ve read of the CE games expressed discomfort over elements of colonialism or exploitation. I‘m still mulling over this. But here’s my current opinion, in short:
European exploration is a tricky context. Hats off to Maschinen-Mensch for attempting to work with this context without whitewashing. It’s an attempt that won’t be good enough for some players, and I understand their concern over indigenous peoples being exploited. I don’t think CE2’s design promotes exploitation. But if you beg to differ, I’m open to changing my mind! Maybe I’m less troubled than I ought to be.
I’m still exploring different play styles to see if playing Big-Game Hunter or Anthropologist is just as rewarding as looting shrines. But even if these play styles don’t lead to equal rewards within the game, I’m fine with that.
Regardless of your views, there are great opportunities here for parents and kids to discuss ethics and cross-cultural encounters.

Conclusion
I’ve gotten the same enjoyment from Curious Expedition 2 as I did from its predecessor: the fun of exploring uncharted lands, the thrill of danger, the satisfaction of shrewd planning. I’ve spent over 20 hours with CE2 and haven’t tired of it.
If you like survival, resource management, or elaborate board games, you might enjoy this unique strategy game. The colonial elements might turn some players off but not trouble others.
Curious Expedition 2 makes many improvements, like offering an easier game to first-time players. If you can’t endure roguelikes, you can switch off that element by changing the difficulty settings, even mid-game. The lovely new art style and generous offering of new content also make CE2 worth picking up for old fans. My only big complaint is that each run is longer than it needs to be.
A word about the Nintendo Switch port: I love playing this handheld. I just have two minor grouses about the UI. Scrolling through inventory takes a bit longer in CE2 than in CE1. And while trading, tool-tips often block half the screen. But overall, it’s an excellent port.
Final Verdict: I Like It A Lot