THERE WAS A time when Dan Gray didn't think Monument Valley 2 was going to happen. The head of Ustwo Games swore it, saying publicly that his team was done with Monument Valley, the isometric puzzle game that has been downloaded more than 50 million times since its release in 2014. For a while it seemed that way. Months after releasing the original game, Ustwo followed up with Forgotten Shores, a pack of extension levels to expand the original game. A year after that, the team released its first VR title, Land’s End, a gorgeous exploration of what the medium could be. And then, the studio went quiet.

Beneath the surface, though, plenty was happening at the studio: It split from its parent company Ustwo, and opened its own self-sustaining studio called Ustwo Games. It expanded its staff from 8 to 20 people, and started to experiment with what could come next. The answer, it turned out, was the exact opposite of what Gray expected: a sequel to Monument Valley. Today, Ustwo Games releases Monument Valley 2, a 16-level follow up to the 2014 blockbuster. The game is like a funhouse mirror of the original: On the surface it looks and plays like the first Monument Valley, but a closer look reveals a deeper, smarter game than before.

The first thing you’ll notice about Monument Valley 2 is the familiarity. The opening scene features an avatar named Ro sitting atop a piece of geometric architecture. Revisit the first game, and you’ll see a nearly identical opening tableau—the same dusty blue colors, the same architecture. Even Ro bears a striking resemblance to Ida, the main character from the original. But soon, you’ll notice all the differences. Ustwo set Monument Valley 2 in a different corner of the same universe. It still revolves around solving architectural puzzles, which themselves feel manageable and familiar, but that’s where the similarities end. Monument Valley 2 is subtly more sophisticated than its predecessor. "If you go back and play the first Monument Valley, it feels sort of retro," Gray says. Small things—like a sleeker, sans serif typeface and generative audio that changes when you activate certain mechanics—make the update feel modern. The team pushed the artistic boundaries on certain levels, too, replacing the game's signature isometric geometry with flat drawings in one world.

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