As a seasoned gamer with a penchant for strategic turn-based games and a soft spot for the whimsical SteamWorld universe, I found myself quite captivated by SteamWorld Heist 2. With its intricate gameplay mechanics, charming characters, and visually stunning environments, this title certainly delivered on many fronts.
Among all the anticipated sequels and fresh additions to the SteamWorld universe, a continuation of the critically acclaimed 2016 game, SteamWorld Heist, seems almost too delightful to be real. Returning to the side-scrolling tactical strategy combat is logical, but what could a sequel provide to surpass that? The second installment by Thunderful Development, titled SteamWorld Heist 2, addresses this in various ways while maintaining the essence of its predecessor, although some of the novel features might require further refinement.
In my gaming world, I find myself on a fragment of the legendary shattered Earth, an island mass surrounded by vast oceans. The inhabitants here have molded their lives around the sea, which also means a thriving underworld of smugglers, ne’er-do-wells, and pirates prowling the waters. It’s ironic how abundant water is here after all the crises other Shards have faced throughout the story, but it seems trouble has found its way to our doorstep once more. A mysterious occurrence is spoiling the potable water, corroding the internal workings of our Steambots.
The narrative is quite simple, although it may pause occasionally, and at times seems overly focused on establishing a character’s status within a certain area or collecting objects that trigger subsequent plot developments.
In addition, there’s the Royal Navy, which appears to be suppressing the Steambots while serving some enigmatic purpose. The Rattlers, who seem to worship their machines by replacing parts with bones to prevent rust, also pose a challenge. These obstacles, as is often the case in a SteamWorld game, are numerous, but they don’t concern our protagonist, Captain Quincy Leeway, initially.
With a stump where my arm should be and a frown etched on my face, I’m determined to reclaim my submarine and set sail across the vast oceans again. I yearn to honor the legendary reputation of my mother, Krakenbane, by navigating these treacherous waters with grace and skill. In the public eye, I exude confidence and panache, but in private moments, I harbor unease, especially when faced with setbacks despite the victories of my dedicated crew.
As a gamer, I stumble upon an array of peculiar personalities in this game, including Wesley Hotchkiss – a man who’s oddly fixated on dying with honor, and Daisy Clutch, reminiscent of Oliver Twist, yet cheerful and skilled as a sniper. Then there’s Sola Fathom, hinting at the mysteries hidden in the depths. These characters join my crew, each showing their unique charm during pre-mission briefings, cutscenes, and casual chats. Some missions even give us a glimpse into their past, although it’s never too detailed.
In summary, I felt that the narrative could have given more attention to the individual stories of each character, as their tales seemed less prominent compared to the water crisis and Leeway’s struggles. It would have been enjoyable to see more scenes depicting camaraderie, celebrations, or simple moments of the crew enjoying themselves. I yearned for a glimpse into the pirate lifestyle beyond the strategic raids, voyages, and outpost visits. While the plot is generally clear, it can be somewhat choppy at times, with an overemphasis on establishing reputation in different areas or acquiring items for the next significant event.
In this game, naval battles are just one part of the experience; the other key element is the heists. Each heist has a unique bot requirement – larger maps might need four or five bots, whereas some tests your skills by having you complete it with only one.
In SteamWorld Heist 2, a notable novelty is the real-time ship-to-ship battles. Roaming around the world map and engaging in skirmishes with enemy ships promises an exciting experience, as it rewards you with water and upgrades. The gameplay mechanics aren’t overly complex during the initial stages – your weapons will automatically fire and have a cooling period, while you control the ship to dodge attacks.
As long as the existing systems persist, the submarine will be updated with fresh capabilities such as submerging underwater (a crucial ability to overcome certain adversaries and mines), accelerating, and arming various weapon types. Torpedoes prove versatile, performing exceptionally well underwater, while cannonballs deliver substantial damage, albeit with a relatively slow-moving projectile (making them effective against larger targets). Nevertheless, gun turrets are more advantageous when targeting faster, agile opponents.
In the game, you’ve got multiple options for improving your submarine, so you can jump right into high-seas battles without much strategic thought needed. The only downside is the tedious process of retracking, but exploring the world map is enjoyable with its hidden spots and light puzzle-solving sections, or vendors selling hats that don’t require any exchange.
That’s only one aspect of the gameplay – the other is the heists. Each heist requires a specific number of bots – the larger maps may necessitate four or five, while some challenge you to get through with only one. Since your crew has a cooldown, you must return to an outpost after every heist to rest. Recruiting more allies means more heists to tackle at a time, thus leading to more Bounty Points and better rewards. However, it can get tedious to return to an outpost, especially in the mid to late-game maps. You could end your day and return to the most recent one, but that means not being able to cash in any Bounty Points.
In the original version, you’d find typical content, but here’s something new: instead of being confined to specific character classes, your team’s roles are flexible. You can change jobs by selecting various weapons.
Similar to its predecessor, settings are displayed from a 2D viewpoint with differing heights, safe spots, dangerous elements, doors to pass through, and more. It’s crucial to take cover horizontally when under enemy fire, but don’t forget about the vertical aspect. Some walkways are open, making them vulnerable for shooting from above and below. Utilize this to your advantage, particularly when using bullets that ricochet.
Each character gets two actions per turn: one for movement and another for attacking, though you can use both simultaneously to travel farther. Some skills don’t require action points, providing more freedom. Manual aiming is a feature, with some weapons showing bullet trajectories and weapon recoil; the choice between accuracy and risk can be enticing, particularly when landing a sniper shot on an enemy’s head after it bounces off a wall behind them. Be cautious, as enemies may also employ similar tactics, in addition to flanking and smartly using cover, especially on higher difficulties.
In the original game, everything is familiar territory. However, what makes this version unique is that your team members aren’t confined to specific roles. By acquiring various weapons, you can change the roles of your characters, which are referred to as Jobs. Successfully completing missions and earning experience points will level up these jobs, unlocking new abilities. Once a job reaches a higher level, you can switch between jobs and use Cogs to retain passive and active skills from other jobs that you’ve previously unlocked.
As a flexible gamer, combining the Engineer and Sniper roles lets me set up cover whenever I desire, which synergizes perfectly with my passive ability that boosts damage when I stay put for a turn. Alternatively, assuming a more tactical stance as a Boomer together with Engineer, I can strategically position cover, then retreat if an enemy charges at me, only to detonate the cover (with unlimited range) and deal some serious damage.
Certainly, every job begins with an initial passive ability that can only be activated when you wield their specific weapon. Characters also possess personal enhancements. As you advance and uncover new submarine features (encompassing stat boosts and additional crew positions), these upgrades can be purchased to introduce extra excitement. For instance, Cornelius might become impervious to all damage for a turn, and provoke all adversaries, which complements Payback, a Brawler passive that retaliates against attackers of your crewmates. Moreover, you can enhance job skills to amplify their efficiency.
Apart from a few challenging peaks, I must admit that the overall mission layout is quite engaging. In one instance, I found myself engaged in an intense melee with multiple Royal Navy soldiers wielding swords, all the while pursuing their sneaky commander who was attempting to flee.
Initially, you’ll find yourself accumulating substantial amounts of water and fragments for weapon purchases and upgrades after several hours of gameplay. However, the pace at which you progress in your Job might seem slow to some players. Additionally, the limited number of weapons available initially may deter experimentation. If you find yourself unsatisfied with a Job’s abilities, it could be a tedious process to switch to another one.
Additionally, I’d like to point out that certain missions present an unexpected increase in challenge, particularly those involving the Rattlers in colder regions due to certain areas causing a chill effect when stood upon. The Rattlers are capable of freezing you with their attacks and multiplying rapidly, leading to a challenging experience, especially if you’re already deep into a mission that had been going smoothly up until that point. While difficulty adjustment options are welcome, these mechanics and the occasional random alarms can be frustrating at times.
A system that awards Cogs upon leveling up, which can then be distributed among various Job’s skills, and still allows for unlocking previously mentioned passives by selecting specific weapons – this would significantly help ease the current situation. Additionally, it would motivate players to experiment with diverse builds and configurations, particularly as they progress deeper into the game.
Besides encountering a few challenging peaks, the mission structure is generally well-designed overall. One stage requires you to engage multiple Royal Navy foes armed with swords while pursuing their cowardly leader. Other stages demand survival against surprise attacks and even boss fights, be it two opposing factions clashing as you attempt to eliminate them both or a recurring adversary who dons a massive mech. The levels are quite diverse and entertaining, offering decent replay value if you’re after all the loot or aim to make it through unscathed.
As a dedicated fan, I’d say that “SteamWorld Heist 2” doesn’t disappoint as it builds upon the tactical fun of its predecessor. It introduces a fresh environment, endears us to new personalities, offers captivating graphics, and delivers outstanding music, making it a worthy follow-up.
1. The presentation is exceptionally strong; it’s richly detailed, from the settings to the characters, and the SteamWorld style remains visually appealing. However, it’s the music that truly shines, with Steam Powered Giraffe providing a diverse selection of melancholic and grandiose tunes that perfectly complement the pirate-themed adventure.
The sequel, SteamWorld Heist 2, delivers quite well, retaining the strategic gameplay of its predecessor while introducing a fresh environment, endearing characters, attractive graphics, and outstanding music. Occasionally, certain issues mar the enjoyment, but these are minor hiccups. Those who have been die-hard fans, hoping for a radical transformation, may need to adjust their expectations slightly. Nevertheless, it remains a captivating turn-based game offering abundant customization options and engaging activities within an appealing universe.
This game was reviewed on PC.
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2024-08-05 17:42