
Guacamelee! 2 - The Proving Grounds
A luchador metroidvania where every traversal move doubles as a punch. Gorgeous, tight, roughly eight hours, though the late-game platforming gauntlets will test your patience.
GamerScout Verdict
Best for metroidvania players who want genuine combat depth and can stomach punishing execution-test platforming in the back half.
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About Guacamelee! 2 - The Proving Grounds
Hollow Knight built its reputation on hush and dread, on making you feel small inside a map that keeps swallowing you. Guacamelee! 2 runs in the exact opposite direction, and that difference is the entire pitch. Drinkbox made a metroidvania where the map is not a place to survive, it is a stage to perform on, and where every single traversal upgrade is also a fist. You do not find a double jump here. You find a Rooster Uppercut that shatters a red block, staggers a shielded enemy and launches you up a shaft, all with the same button. That collapsing of movement and combat into one vocabulary is rarer than it sounds, and it is the reason this one still holds up years after release. The setup: Juan Aguacate, retired luchador, softened by peace and family, gets yanked back into service when the Mexiverse starts collapsing. What that means in practice is a hand-crafted world you unlock in layers. Early on you can barely wall-jump. By the last act you are dimension-swapping mid-air between the world of the living and the world of the dead to make platforms exist, cancelling into a headbutt to cross a gap, transforming into a chicken to squeeze through a vent, then swapping back to punch something in the face on the far side. Enemies wear color-coded shields that only break to the matching move, which sounds like a gimmick and instead turns every arena into a tiny reading exercise. You are not mashing. You are parsing a room, deciding the order, then executing. The craft is where I lose my composure a little. This is one of the best looking 2D games anyone has made, and not because of resolution. It is because somebody sat down and drew it. The character animation has weight and snap, the backgrounds are dense with detail that nobody was required to include, and the palette shifts between the two dimensions are genuinely startling the first several times. The score leans mariachi through a synthesizer, warm brass sitting on top of something electronic and pulsing, and it knows when to drop out and let a room breathe. The bosses are loud, rude, and each one asks a different question of your move set rather than repeating the last fight with more health. Everything here feels intentional, down to the placement of a chicken. Where it disappoints. The humor is the big one. It is wall-to-wall internet joke culture of its era, meme signage, fourth-wall winks, pop culture nods stacked three deep, and it has not aged as gracefully as the artwork it is painted onto. If that style grated on you in the first game, nothing here will change your mind. The story is thin connective tissue, present mostly to justify the next area. And the late-game platforming is a genuine sticking point: several long gauntlets demand near-perfect chains of dimension swaps, chicken transforms and dash-cancels with checkpoints spaced further apart than your patience will like. It is fair, it is readable, and it will still eat forty minutes of your evening. If you came here for the Proving Grounds side of the package, go in knowing it is dessert rather than the meal. It assumes you already own the full toolkit and it wants clean execution, not exploration. Finally, if you played the original to completion, this is refinement rather than reinvention. Better, denser, more generous, but recognisably the same shape. Who it is for: anyone who wants a metroidvania with real combat depth, anyone who likes games that reward mechanical fluency over stat grinding, and anyone with a second controller and a friend on the couch, because the local co-op is a legitimate way to play rather than an afterthought. The critical path lands somewhere around eight hours, a bit more if you chase the optional challenge rooms and the hidden upgrades, and I want to praise that length rather than apologise for it. It builds, it peaks, it stops. There is no padded second half, no filler backtracking, no forty-hour version of this game that would have been worse. A small team made something dense and finished it properly, which remains the hardest trick in the business.

Indie & narrative
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System Requirements
Minimum
- Processor
- 2 Ghz+
- Memory
- 1 GB RAM
- Graphics
- Shader Model 5.0 (DX11 support required), 2 GB available graphics memory
- DirectX
- Version 11
- Storage
- 2 GB available space Additional No…
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Game Info
- Developer
- Drinkbox Studios
- Publisher
- Drinkbox Studios, Kepler Ghost
- Release Date
- Aug 21, 2018



