Critically, Peggle 2 was praised for its new masters and the implementation of them; its vibrant visuals; soundtrack; and the addition of trial levels and challenges.
The goal of Peggle 2 is to clear all 25 orange pegs from the board with 10 balls to shoot from with a cannon at the top of the screen.
The goal is the same as normal game mode, but if a player fails to hit one orange peg in a shot, 25% of their total points are removed.
Created by PopCap Games out of studio director Sukhbir Sidhu's love for pachinko machines,[2] Peggle was first released on February 27, 2007, on PC.
"[18] PopCap started conceiving Peggle 2 in 2011, and it was planned to be produced and released for the Xbox One before the console was issued.
[20] Microsoft partnered with Electronic Arts to develop Peggle 2 as a timed exclusive for the release of the Xbox One console.
[21] For Peggle 2, lead artist Drew Robertson went for a "beautiful" look, a decision inspired by listening to some of the game's orchestral pieces that were completed before art production began.
[18] He described the stylistic influences as a mixture of Disney films and campy science fiction flicks; the power-ups, in particular, were inspired by traits of the characters in this type of media, such as the Yeti's dancing being based on the dancing hippo from Fantasia (1940) and Luna's power-up being inspired by Lydia from Beetlejuice (1989).
For conceiving the other masters that had "soul" to them, Robertson took pictures of cryptids and other fantastical creatures and taped them on a studio room wall; using these, music and sounds from the audio team, a hidden backstory made up by Robertson about magical beings with powers that can release happiness to the world via pegs, the artists "dream[t]" new characters.
[18] The designers kept in mind the mixture of skill and luck that defined Peggle's difficulty when creating additional mechanics, including the aiming feature and new power-ups.
[23] Composer Guy Whitmore want to prove that it was possible to make an interactive orchestral score; to do this, the instruments were recorded separately playing different phrases.
[18] In order for each of the orchestral stems and sound effects to match the gameplay in real time, the producers placed them in the engine Wwise for the programmers to determine which audio file would play at specific moments.
As audio lead Jaclyn Shumate explained, "If you get the highest possible score, it'll reach that super satisfying pitch.
"[18] Peggle 2 was announced by PopCap co-founder John Vechey at E3 2013 and was considered one of the most humorous moments of the entire conference.
[37] In terms of gameplay, IGN critic Ryan Caffrey found it just as good as the previous Peggle games but was a bit dismayed with the levels not having as many "crazy gimmicks and wild themes".
[34] The multiplayer mode was well-received but also faulted by reviewers for its sparsity, lagging issues, and (most commonly) not allowing local play.
[d] Caffrey described the PlayStation 4 port as better than the Xbox One version for having less overscan issues and a manual clip-saving feature, where the automatic saving of clips in the Xbox One version overdrove the GameDVR system; in addition, he appreciated the game's use of the DualShock 4's light bar for being "very much in the spirit of Peggle's joyous attitude.
[43] While Digital Spy considered the new power-ups "much more powerful and visually striking",[46] Donlan found them disheartening as "they don't make you rethink the game in", but claimed Berg to be an exception: "His animation is glorious [...] and with deep freeze you get a fleeting glimpse of the game Peggle 2 could have been if the designers had been a little more ambitious.
[33] Walton, in addition to the gameplay, was also enthusiastic towards the presentation, including its music and "colorful and imaginative backdrops"; he noted that it was "brilliantly designed to stimulate the senses, and give you a real feeling of accomplishment, even for the smallest of tasks", which made Peggle 2 as "fun and as accessible as humanly possible.
[33] Official Xbox Magazine UK was enthusiastic towards the audio, particularly its "twisted classical" fever themes of the master and the goat sounds of Jeff's levels.
[41] Donlan made several nitpicks in commenting on the presentation; he found the "colourful cartoon fantasy" background artworks too simple in comparison to the strange "sort of rustic smokiness" that added "richness" to levels of its predecessors, was slightly turned off by levels of most masters not playing "Ode to Joy" during a fever, and claimed Bjorn looked like "a leering idiot.