SteamWorld Heist 2 adds a big world, more customization, and an exceptional setting to its already fun tactical gameplay.
SteamWorld Heist 2 immediately feels much more open than its predecessor. Where the first was precise and intentional, this game gives us a lot more freedom to do things. We don’t feel constricted on a map, or in our inventory, or how our characters are built. Instead we’re given an open, exploration-friendly game that values our time and customization.
Its gameplay is still as mechanically sound as the original, with fun tactical play along a 2D battlefield that has hints of physics and weight. The ability to adjust our aim or ricochet shots always feels good, and the vast variety of movesets and attacks, especially proximity based melee, allows us to approach each mission with what’s most comfortable to us. In fact, not only will two players have different ways of tackling a situation, but because of the breadth of activity and abilities every circumstance can be approached uniquely by just one player every time.
It transitions the original’s linear sequencing to a much more open, play-how-we-want experience. I decided to pop open the original game to spot the differences, and after Heist 2 I don’t think I can go back, no matter how well-produced that first game is.
The layers of the game extend to the variety of teammates we can have. I like all of the 10 or so characters and their unique skills, each having a base set unique to them and then job classes selectable on top. Building on top of their specific skills lets me make a sniping brute with a teleportation ability, or a sort of healer that can block attacks, or someone who can stack returned damage.
That’s necessary and helpful because of the surprisingly deep level design. The stages are great – they’re no longer just one area, now they are multi-tiered with multiple tasks and even sort of mini-biomes throughout. There are sections that are more action, sections that are more sneaking, sections that are ful-onl escapes. They even have meaningful dialog. I found some stages to be quick, and some to really push me to get everyone out safely. There’s so much to do that the game wants us to learn to get better as we play it, so it’s added a scoring system that awards stars for how we complete the stage. The star rating system is good for enticing me to go back, sometimes for loot and others to clear a specific amount of enemies. Early on these stage-quests are simple, but they do a good job of tuning us towards understanding what makes a successful run so that we’re better prepared later to try and go for everything.
Then there’s the overworld, which is ships and travel and naval battles. Our sub can autofire, so we have to set ourself up to point our weapon-side in the right direction. Sometimes we’ll even come across ships from the different factions attacking each other, which is neat. It feels like a whole different game from the main tactical 2D stuff. The fog of war is kind of fun, too, which further entices me to keep searching and adventuring – is something else out there? Let me clear this section of clouds and find out.
It’d be remiss for me to not mention the game’s setting. Heist 2 has taken the series to a Caribbean-like sea, with islands and towns and harbors and caves. Seeing a lush world is already enjoyable, but with the added touches of robot- and diesel-powered life it ratchets the charm to new levels. THERE ARE ROBOT SEA SHANTIES. It’s wonderful.
SteamWorld Heist 2 improves on the series’ formula in fresh new ways. Though it doesn’t truly break ground in the genre, everything it does achieve, from the aesthetic to the setting to the mission quests and the lite character customization, it does so with high levels of craftsmanship. It’s charming and witty and everything series’ fans enjoy, while also being accessible enough that new fans will find their way here fairly quickly. It’s not the most challenging game, but the depth it does provide, alongside the gentle and rewarded push to do better in the missions, can keep everyone traversing the waters for hours and hours.
This review is based on a Steam code sent to SideQuesting by the publisher. It originally appeared on The SideQuest Live! for August 2, 2024. Images and video courtesy Thunderful Games.
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