Ahh... I remember this game. I played the Episode 1 demo once. A VERY long time ago. So long ago, in fact, that PhanXgames was actually still working when I played it. I'm thinking about a year or so ago, give or take a couple of month.
Thus unfortunately, I have to take Artbane's side on the waiting issue. The level of content delivered in Episode 2 is simply not something that should take a year to code. The battle system might be improved somewhat, the menu system might be updated, there might be a new character and a few more maps to explore, but to be frank, I've seen novels written in less time than this and I'm fairly sure that the scripts aren't quite as long as novels. Added to this, my old saves from Episode 1 were incompatible with Episode 2, meaning that I had to redo everything previously accomplished from my old game. While this did give me the chance to review all the changes made, it also made me reasonably peeved. I understand that there might not always be time to work on a hobby like this... but honestly. One would have to be extremely overworked to not even be able to scrape together a couple of hours in a YEAR to update a some scripts and make about three or four new maps that in altogether are only worth four thousand kilobytes of data.
A good game, but let us hope that future updates either: (a) Come faster, or (b) Incorporate more content, or best of all (c) Arrive sooner AND contain more.
Now for the actual content of Episode 2. I could infer that Episode 2 is extremely poor in standard from my previous paragraphs, but it actually isn't that bad - there's just too little of it. Episode 2 starts with a battle with two brigands who are trying to kidnap a young girl. The problem with this battle? The little girl keeps dying. Or at least she did until I realized that I was actually supposed to control her. Even after that it took a while. The main problem I'm seeing with the battle system is that it simply progresses too fast for any amount of strategic thinking to take place. Unless you want your characters to die quickly, you have to keep moving them and hitting at the enemy. There isn't much time to think about what to do after that. Just move, hit, move, hit, keep hitting or keep healing. Now that I think about it, I don't think I ever used skills at all. It just took too much time to open the menu. And as for the pause button... I couldn't find it at all. Not that I actually needed it in the Zombie battle, since I could mostly kill the Zombies without taking much damage from them.
Now let's rewind a little to the part about the skills. There's this lovely little set-up for learning skills and using them all scripted into the game. Looking at the information box and their uses makes skills seem pretty nifty. Problem is, when you are facing an overwhelming number of enemies during a battle (i.e. Zombies/Bats & Scorpions) or enemies which can shave off about an eighth of your HP with one round (read: Pirates), they just don't seem very useful anymore. Not when they have lengthy casting times and only hit an area from which the intended target could simply move away. Granted, the area skills are effective against the enemy hordes, but they're really only accessible by the time of the Zombie battle and those guys respawn. And as for the Pirates, the casting time ensures that Rayne is dead by the time the spell hits- and even if the Pirates went after someone else, the effect isn't quite good enough to offset the bruising the rest of the party takes. Not to mention that skills also take up MP to use.
Then we have the rope climbing game and the mine puzzle. Whether I liked these or not, they didn't take up enough time for me to consider them as anything but minigames - the mine puzzle is pretty simple once you complete the first round, requiring only minor variations for the second and third repetitions and the rope game can be skipped altogether. Sure, there are some goodies to collect for people who tried extra hard, but they're not really that worth it, when after all this, there is only one short battle left to complete before the end of the Chapter.
And that is the Zombie battle. Masses of monsters attacking you and the objective of the battle is to plug the spawnpoints. In comparison to the previous battles, this one was ridiculously easy. This is because the Zombies require only about three or four normal attacks each to kill, and not only are they fairly slow, their attacks also don't do an impressive amount of damage to my party. In theory, you can farm EXP here quite easily by strategically gang-bashing Zombies individually, but then again, why would you? After all the game ends about a minute after the battle.
Looking at this from a positive direction though, the menu upgrades and battle system add-ons do have plenty of potential. The only problem is that fights progress far too quickly for a player to explore all of these features and there are not enough tutorial and instructions for players on how to use the systems. The puzzles are pretty well thought out, though to me, they seem a little easy (or maybe that's just me). The mapping is superb. This is the one aspect of the game I can't criticise - the maps are most definitely superior to those a lot of other games I've seen (deliberately not mentioning any names). Music, I can't comment upon lest I incite the displeasure of the authorities. Scripting, I also can't comment on (though I am getting this feeling that the scripts were based on some public ones from the net). The storyline is intruiging and shows promise, though lacks noticeable suspense as of yet. The characters are fairly well developed but stereotyped as of now, though this is not necessarily negative .
In conclusion, this is a great game which is hampered by slow release time and improper pacing, but has excellent potential for development and may in time gain an increase in popularity and acclaim.
That is, if this game ever gets finished...