


This was by no means the best 'Riddle' game but it was never intended to be. The production value of each subsequent 'Riddle' game improves phenomenally but this episode still retains some of the charm of the original's animation - very fitting considering the return to our starting location. A lot of the puzzles will feel familiar too but Riddle Transfer 2 is fun, challenging and a great way to round off the series. The apparent recycling of the plotline isn't the only thing you'll recognise in this game. Far from being hailed hero though Phil is locked in a secret government location called 'Zone 5.1' leaving him no choice but to escape with his friends to avoid inevitable tests and interrogations.įollowing a tale of backstabbing, flying pigs and a chat with the abominable snowman, Riddle Transfer 2 sees us re-join Phil and chums in the sewers of Zone 5.1 where we must use a teleporter to, err, travel back to Riddle School so we can escape to save the world from evil aliens. He has saved hisfriends by killing them in their dreams (yes, that's right) and saved the world from evil aliens Quiz Viz and Diz.

Having discovered he has never actually escaped from a school (once in a game so short this reviewer thought it was broken, but it actually turns out to be very important to the plot) Phil Eggtree has realised everything that has happened up until this point has been a dream, a test of sorts to determine the fate of humanity.
