Not really much advanced beyond the first game - same gameplay, nothing really new here, even feels unfinished in many places. The graphics tend to be distracting and overall many of the skins don't look great. The menus/interface are not polished.
What I would have expected from an Audiosurf 2, but is not contained this game:
- Broad audio source integration - youtube, spotify, pandora, iTunes, anything honestly. Soundcloud is a start but this is 2015, most people aren't collecting mp3s on their drives anymore.
- Ways to tune the track algorithm that don't involve completely different game modes. Speed, hilliness, colors, slope, shapes, more/fewer lanes. Lots of low-hanging fruit here, none of which the devs touched.
- Basic run stats. This is a given in any rhythm game. I want to know what I missed, where I missed it.
Edit: Apparently this is controversial, so I'll provide some further explanations.
There are upwards of 75 million global monthly users of Spotify alone. Youtube, meanwhile, has almost a billion monthly users and the most popular category of content, by far, is music. Add to that other streaming services like iTunes radio, Pandora, iHeart, Google Play, last.fm, Slacker, Hype Machine - for a whole lot of people, mp3s are not a part of their music listening formula. There's no elitism here about what's better or worse, it's just how it is.
Support for streaming is obviously not easy. You'd have to buffer the input stream or allow for real-time track generation. It may not even be possible to make it work with the default game mode. But anyone who says it can't be done is entirely incorrect. It is certainly possible, and for anyone whose primary source of music is online - it becomes a necessary feature to enjoy the game with the music I actually want to listen to. The value of this game is drastically decreased to me without it. That's a valid factor to include in my review.