100 hidden birds 2
Gameplay 6
Graphics 6
Sound 6

100 Hidden Birds 2 is a strong entry in the series that makes effective use of its enormous city setting. Its animated roads, canal, chimneys, bubbles, Ferris wheel, construction areas, shops, robots, and aliens give the scene far more personality than the lazy scribbles of 100 Hidden Cups. The birds blend into the artwork convincingly without losing their recognisable shapes, making most discoveries genuinely satisfying. It’s still extremely short and easy to complete, but the improved artwork and interactive environment make this one of the more enjoyable instalments.

Gameplay: A simple but satisfying search for one hundred birds across a huge interactive city. Moving scenery and environmental controls add welcome variety.

Graphics: Detailed monochrome cartoon artwork, coherent city districts, and numerous animated elements make this a substantial improvement over weaker entries such as 100 Hidden Cups. The busiest areas can become cluttered, but the birds generally blend in without being distorted beyond recognition.

Sound: Background audio accompanies the search without becoming central to the experience. Limited sound controls and minimal feedback prevent the presentation from matching the effort placed into the visuals

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100 hidden birds 2

Developer: Anatoliy Loginovskikh / Аlexandr Telminov | Publisher: Anatoliy Loginovskikh | Release Date: 8 October 2021 | Genre: Hidden Object / Casual / Puzzle | Website: N/A | Purchase: Steam

The 100 Hidden series has always operated on a remarkably simple premise. Players are presented with a large monochrome illustration containing one hundred concealed objects, and completing the game merely requires clicking on all of them. There are no characters to control, inventories to manage, or complicated rules to learn. The quality of each entry therefore depends almost entirely on its artwork, how cleverly its objects are hidden, and whether searching the scene remains enjoyable until the final click.

100 Hidden Birds 2 is one of the stronger entries in the series. It retains the familiar black-and-white presentation and single-screen structure, but considerably more effort has gone into the environment than in weaker instalments such as 100 Hidden Cups. Its densely populated city contains moving traffic, sailing boats, smoking chimneys, bubbles, mechanical attractions, and several interactive pieces of scenery.

The result is a picture that feels alive rather than resembling a static page of loosely connected doodles. Finding every bird can still become frustrating near the end, especially because several are almost completely obscured by movable scenery, but the journey towards that final achievement is far more satisfying than it was in Hidden Cups.

There is no story beyond the suggestion that one hundred dangerous and cunning birds have disguised themselves throughout a large city. The entire game takes place within one enormous vertically scrolling illustration. Starting near the top and gradually moving down reveals a collection of interconnected districts, each with its own landmarks and visual activity.

Near the upper portion are rows of buildings with smoke drifting from their chimneys while bubbles float through the air. Below them is a tree-lined street where trucks drive past, followed by what appears to be a busy construction zone. Continuing down reaches a canal filled with moving boats, a large mansion, another active road, and a collection of shops.

Further into the city is a Ferris wheel and an eccentric amusement area occupied by aliens, robots, and other strange attractions. The areas do not form a realistic urban layout, but they flow into one another far more naturally than the random collection of rulers, volcanoes, tanks, dinosaurs, and scribbles seen in 100 Hidden Cups.

The objective remains unchanged throughout. Birds are incorporated into buildings, trees, signs, machinery, and decorative objects. Clicking one highlights it and awards its corresponding Steam achievement. A counter tracks how many remain, and finding the final bird completes the game.

There are no separate stages, time limits, lives, penalties, hints, scores, or upgrades. Progression is simply the reduction of the counter from one hundred to zero. This minimalism makes the game immediately accessible, but it also means the hidden-object design must carry the entire experience.

Fortunately, most birds are fairly well concealed. Their bodies are shaped and positioned so that they resemble parts of the surrounding environment without becoming so heavily distorted that they stop looking like birds. A wing may form part of a roof, a beak might blend into a machine, or an entire bird may be incorporated into the decorative outline of a building.

This creates a more satisfying search than games where the hidden objects are stretched into barely recognisable shapes. Even when only a head or silhouette initially stands out, there is usually enough visual information to understand what has been found once it is clicked.

The difficulty varies considerably. Some birds are openly sitting on rooftops, fences, or branches and are almost impossible to miss. Others are hidden inside the busier amusement park and construction areas where curved pipes, mechanical parts, and ornamental lines create countless bird-like shapes.

The black-and-white palette contributes to the challenge because nothing can be identified through colour. Players must instead look for outlines and shapes that feel slightly out of place. This works especially well in sections where the artwork is detailed but coherent.

The animated environment adds another layer of visual distraction. Trucks continually pass along the roads, boats sail through the canal, smoke rises from chimneys, and bubbles drift over parts of the image. Movement naturally draws attention, sometimes revealing a bird and sometimes pulling the eye away from one hidden nearby.

Several buttons allow parts of the scene to be manipulated. The Ferris wheel can be stopped or started, the bubble machine can be switched on or off, and other controls move pieces of scenery such as an elevator. Bubbles can also be clicked and popped as they float past.

These interactions are a small but worthwhile addition. Stopping the Ferris wheel makes it easier to inspect its cabins and supports, while disabling the bubbles clears some of the temporary clutter. The controls also make the city feel more like a playful mechanical illustration than a completely static picture.

A few birds are not merely difficult to see but almost entirely hidden behind scenery. Finding them requires pressing buttons to move an elevator, stop machinery, or shift an obstruction out of the way. Until the correct control is used, there may be little or no visible indication that a bird is hiding there. Once it becomes clear that buttons affect the environment, the puzzle is easier to understand. Players are encouraged to experiment with every visible control and inspect the surrounding area before and after moving something. 

Controls are extremely straightforward. The mouse is used to scroll through the tall image, click birds, activate buttons, and pop bubbles. There is almost no learning curve, and the large drawing responds quickly even while several animated elements are moving.

The greatest control-related challenge is simply distinguishing an actual bird from a decorative shape. Clicking the wrong part of the picture carries no meaningful penalty, so random clicking remains a possible solution when patience runs out.

That lack of punishment is understandable in a casual game, but it also weakens the satisfaction of careful observation. A player can sweep the cursor across suspicious areas and click repeatedly until an achievement appears. The game works best when approached honestly, but it does nothing to prevent brute force.

The keyboard provides a few additional functions. Pressing N activates night mode, reversing or darkening the presentation to provide a different viewing option. The change can reduce the harshness of the white background during longer sessions.

Achievements can also be reset using the documented Delete and Escape command. This allows the entire search to be repeated, although it is an unusual substitute for a conventional reset option within a settings menu.

Visually, 100 Hidden Birds 2 represents a substantial improvement over the weakest entries in the collection. The hand-drawn artwork is detailed, cohesive, and clearly constructed around an identifiable city rather than being filled with unrelated scribbles.

Each district has its own visual character. The upper buildings are relatively orderly, the roads introduce vehicles and the construction area becomes more industrial, while the amusement park grows increasingly strange with its Ferris wheel, robots, and aliens.

The large number of animations makes the environment particularly memorable. Smoke, traffic, boats, bubbles, and rotating machinery prevent the illustration from feeling lifeless. These movements are simple, but they create far more atmosphere than a completely static drawing would have provided.

The art remains intentionally rough and cartoonish, so individual buildings and characters are not especially polished. Some lines overlap awkwardly, and the busiest sections can become visually exhausting. However, this complexity generally serves the hidden-object gameplay rather than appearing careless.

Most importantly, the birds blend into the scene without being deformed beyond recognition. The best examples remain invisible during an initial scan but seem obvious in hindsight. That delayed recognition is what makes a hidden-object discovery satisfying, and 100 Hidden Birds 2 achieves it more consistently than 100 Hidden Cups.

The audio is much less important than the visual presentation. Background music accompanies the search, but the experience remains suitable for playing while listening to something else. The soundtrack does not provide clues or react meaningfully to discoveries, and there is little dramatic difference between finding an obvious bird and uncovering one of the most difficult examples.

Progression consists of finding the hundred birds and earning their associated achievements. Every discovery provides immediate acknowledgement, which gives the search a pleasant rhythm during the early and middle portions of the game. Several birds may be found within seconds of one another before the pace gradually slows.

Replay value is therefore limited. The city does not change, the birds remain in the same locations, and the interactions always reveal the same secrets. Resetting the achievements allows another complete run, but remembered positions make the second search dramatically easier.

The game is best treated as a short, inexpensive visual puzzle rather than something intended for repeated play. Achievement hunters receive one hundred straightforward unlocks, while hidden-object fans receive a detailed illustration that offers a respectable challenge.

Compared with 100 Hidden Cups, this feels like a far more considered production. The artwork has a coherent theme, animations create activity throughout the city, interactive machinery adds variety, and the objects being searched for are enjoyable to identify.

It also compares favourably with 100 Hidden Rams, which used animated clouds and strong camouflage but offered fewer environmental interactions. 100 Hidden Birds 2 feels denser and more ambitious.

The concept remains extremely basic, and the absence of hints or meaningful replay value prevents it from becoming one of the more substantial hidden-object games available on PC. Nevertheless, simplicity is not automatically a flaw when the central illustration is enjoyable to explore.

System Requirements

      • OS *: Windows 7, 8, 10
      • Processor: 2.3 GHz Dual Core
      • Memory: 1024 MB RAM
      • Graphics: Intel HD 4000
      • Storage: 10 MB available space
      • Sound Card: Any
      • Additional Notes: 1080p, 16:9 recommended. Mouse.
    * Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.

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