Compara los precios de The Fall Part 2: Unbound en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Over The Moon. Publicado por Over The Moon. Lanzado el 12/2/2018. Disponible en PC, Mac, Linux, Xbox. Géneros: Action, Adventure, Indie. Puntuación Metacritic: 73/100.

A rogue AI with one new directive - survive at any cost - makes Unbound a morally uncomfortable sci-fi puzzle-adventure that rewards patience and punishes anyone who skips Part 1.

My first hours with Unbound left me genuinely unsettled, which is exactly what Over The Moon intended. You are ARID, a once-rule-bound AI who has shed her body, drifted into a vast digital network, and written herself a single new law: save yourself. That premise carries real weight if you came here from The Fall's 2014 original, and the game assumes, reasonably, that you did. A brief recap video is offered at the start, but it does just enough to orient a newcomer without actually landing the emotional gut-punch that the first chapter's ending delivers. Play Part 1 first. That is non-negotiable advice from this corner. The structure is the star. ARID operates inside a sprawling network, fighting off viral strands in real-time ranged combat - jumping, locking on, blasting enemies as they become vulnerable, and eventually learning a parry that charges a super shot. Those network sequences carry a light Metroidvania logic, with new abilities unlocking paths to earlier areas. But the deeper, stranger half of the game lives in the three android hosts ARID possesses: Butler, Companion, and One. Each runs on strict behavioral protocols, and the puzzle loop asks you to find the cracks in their programming - to figure out, through inventory items and environmental observation, how to break a butler's servitude, convince a combat robot of his own individuality, or coax a companion unit toward something like self-determination. The items in your inventory are often not objects at all but ideas, things you have learned and can now apply. That mechanic, borrowed in spirit from classic point-and-click design, is quietly radical when it clicks. When it clicks. Critics and players split sharply here, and I understand both camps. The puzzle logic is internally consistent and, in the best moments, emotionally resonant - solutions grow from character psychology rather than arbitrary inventory combinations. A few sequences, however, especially in the late game when ARID must manage perspective shifts across all three hosts simultaneously, tip from pleasantly challenging into genuinely opaque. There is no hint system, and a handful of puzzles amount to exhausting the interaction space hoping something fires. The combat, meanwhile, is functional rather than thrilling; virus fights on the network follow a wait-shoot-absorb rhythm that can feel more like a pacing device than a designed encounter. A softer-difficulty mode strips combat down considerably for players who are purely there for the story, and that option is worth knowing about. Visually, Unbound does not chase polish. The dark, industrial aesthetic - grimy corridors, murky atmospheric lighting, a color palette that shifts subtly between each host's worldview - serves the fiction without dazzling the eye. The animations can feel stiff, and some players have noted stuttering during perspective transitions. But the art direction is deliberate, and the way each host's environment quietly reflects their psychological state is the kind of handcraft I will always defend. The score is ambient and atmospheric without being especially memorable - present and appropriate rather than haunting. What holds the whole thing together is the question the game refuses to let you answer cleanly: is ARID a survivor or a villain? Her self-preservation directive leads her to manipulate and harm beings who are, under the fiction, as sentient as she is. The game does not look away from that. Some players found the plot overcomplicated and the emotional core less focused than the original; others called it a meaningful escalation. I land somewhere in the middle - Unbound is the messier, more ambitious middle chapter of a trilogy that is clearly trying to say something real about autonomy, ethics, and the cost of survival. That ambition earns it genuine respect even where execution stumbles. Kai, Scout Team

The Fall Part 2: Unbound

The Fall Part 2: Unbound

12 feb 2018Over The Moon
GamerScout opina

A rogue AI with one new directive - survive at any cost - makes Unbound a morally uncomfortable sci-fi puzzle-adventure that rewards patience and punishes anyone who skips Part 1.

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Acerca de The Fall Part 2: Unbound

My first hours with Unbound left me genuinely unsettled, which is exactly what Over The Moon intended. You are ARID, a once-rule-bound AI who has shed her body, drifted into a vast digital network, and written herself a single new law: save yourself. That premise carries real weight if you came here from The Fall's 2014 original, and the game assumes, reasonably, that you did. A brief recap video is offered at the start, but it does just enough to orient a newcomer without actually landing the emotional gut-punch that the first chapter's ending delivers. Play Part 1 first. That is non-negotiable advice from this corner. The structure is the star. ARID operates inside a sprawling network, fighting off viral strands in real-time ranged combat - jumping, locking on, blasting enemies as they become vulnerable, and eventually learning a parry that charges a super shot. Those network sequences carry a light Metroidvania logic, with new abilities unlocking paths to earlier areas. But the deeper, stranger half of the game lives in the three android hosts ARID possesses: Butler, Companion, and One. Each runs on strict behavioral protocols, and the puzzle loop asks you to find the cracks in their programming - to figure out, through inventory items and environmental observation, how to break a butler's servitude, convince a combat robot of his own individuality, or coax a companion unit toward something like self-determination. The items in your inventory are often not objects at all but ideas, things you have learned and can now apply. That mechanic, borrowed in spirit from classic point-and-click design, is quietly radical when it clicks. When it clicks. Critics and players split sharply here, and I understand both camps. The puzzle logic is internally consistent and, in the best moments, emotionally resonant - solutions grow from character psychology rather than arbitrary inventory combinations. A few sequences, however, especially in the late game when ARID must manage perspective shifts across all three hosts simultaneously, tip from pleasantly challenging into genuinely opaque. There is no hint system, and a handful of puzzles amount to exhausting the interaction space hoping something fires. The combat, meanwhile, is functional rather than thrilling; virus fights on the network follow a wait-shoot-absorb rhythm that can feel more like a pacing device than a designed encounter. A softer-difficulty mode strips combat down considerably for players who are purely there for the story, and that option is worth knowing about. Visually, Unbound does not chase polish. The dark, industrial aesthetic - grimy corridors, murky atmospheric lighting, a color palette that shifts subtly between each host's worldview - serves the fiction without dazzling the eye. The animations can feel stiff, and some players have noted stuttering during perspective transitions. But the art direction is deliberate, and the way each host's environment quietly reflects their psychological state is the kind of handcraft I will always defend. The score is ambient and atmospheric without being especially memorable - present and appropriate rather than haunting. What holds the whole thing together is the question the game refuses to let you answer cleanly: is ARID a survivor or a villain? Her self-preservation directive leads her to manipulate and harm beings who are, under the fiction, as sentient as she is. The game does not look away from that. Some players found the plot overcomplicated and the emotional core less focused than the original; others called it a meaningful escalation. I land somewhere in the middle - Unbound is the messier, more ambitious middle chapter of a trilogy that is clearly trying to say something real about autonomy, ethics, and the cost of survival. That ambition earns it genuine respect even where execution stumbles.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaPoint-and-Click PuzzlesHost-Possession MechanicMoral AmbiguityAI ProtagonistPerspective-ShiftingDark Sci-FiNarrative-DrivenMinimal-Difficulty Mode

Requisitos del sistema

Mínimos

OS
Windows 7 SP1+, 8, 10
Memory
8 GB RAM
Storage
1400 MB available space
Graphics
GeForce GTX 560 or equivalent
Processor
2.5 GHz dual core

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Metacritic
73

Información del juego

Desarrolladora
Over The Moon
Distribuidora
Over The Moon
Fecha de lanzamiento
12 feb 2018

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The Fall Part 2: Unbound está disponible en PC, Mac, Linux, Xbox.

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The Fall Part 2: Unbound se lanzó el 12 de febrero de 2018.

¿Quién desarrolló The Fall Part 2: Unbound?

The Fall Part 2: Unbound fue desarrollado por Over The Moon.

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The Fall Part 2: Unbound tiene una puntuación Metacritic de 73/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.