He was exactly aware of his surroundings, yet he chose to be like that. Ike is described to be like that in book 6 with a happy and rather optimistic, silly personality added. he is elder than HN2 Quentin, I’ certain. Lanky, chubby, happy, easy going personality. Don’t forget that both characters have boots, and I’m still more than sure, the book illustration (black and white one) was based on Quentin’s ID image (made by Sharandula, for HG) Ike did have a coat in the locker.) Quentin in the game has the badge on his coat. ![]() While Ike’s only wearing a shirt with a badge on it (in memoriam HGP era. Let’s see the similarities between the two characters. While the main reason behind all of what’s happening remains unknown, I’d still like to submit this idea somewhere. I tried to look at the base only, and the fact that it would be such a silly thing to put two journalists and two nightguards with the exact same details into your story. ![]() so, like HN2 Quentin being new in town, vs Norman not being new in town will be ignored for now. Note 2: there always have been slight (or…”slight”) changes between books and game, both story and character wise. Note: this is a subjective theory, based on both the books and the game. Hello Neighbor 2 could have been moderately entertaining had it spent a little more time in the oven, but it needs some hefty patching in order to earn a proper recommendation.I’m sharing two character theories in this post, they’re connected in a way. Making matters worse, you can expect to encounter a variety of more familiar bugs, from glitchy gamepad controls to getting trapped in a room and being forced to reload from your most recent autosave. Indeed, players could be forgiven for thinking that the real root of the game's mystery is that everyone in this neighborhood is an alien or a robot. They unrealistically linger where no one would, get into strange looping behaviors, and generally don't seem to act like real people. Their movements aren't just hard to predict, they're often downright nonsensical. It's when the neighbors show up that things start to go sideways. And the puzzles, while generally pretty simple, are nonetheless fun to figure out, mostly because the solutions tend to involve both observing stuff around you and logically working out how that stuff might be manipulated to your advantage. This graphical flare extends to the environment, which is filled with interesting objects and details that will catch your attention - handy, since it helps players discover key items integral to solving puzzles. Hello Neighbor 2's distinctive visual design gives it the feel of an interactive CGI cartoon, complete with stylized characters with physical attributes that help define their personalities. There's probably a fun little game somewhere here, but it's hard to find under the clutter of bugs. As the game progresses, your adversaries will adjust their behavior in an attempt to keep you from getting away with the same tricks. As you prowl about, you'll need to be sneaky in order to avoid being spotted and nabbed by one of the neighborhood's dodgy folks. ![]() Individual puzzles are essentially mini-mysteries that take players a step closer to solving bigger riddles by rewarding them with tools, keys, and codes. Players need to be observant, looking for anything in the environment with which they might be able to interact, such as a glass display case that could be smashed with something heavy or a secret wall that you can slide sideways to reveal a hidden compartment. He begins snooping around the neighborhood only to discover that there's more than one dubious character living there, and they all have secrets of their own that might help further his investigation. After narrowly escaping, the reporter wants to find out more. ![]() HELLO NEIGHBOR 2 drops players into the shoes of Quentin, a gumshoe reporter who witnesses a suspicious looking fellow dragging a scared kid into a house.
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