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Home»Reviews»SteamWorld Heist 2 Review
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SteamWorld Heist 2 Review

By August 1, 2024No Comments5 Mins Read
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As proudly individual as each game in the SteamWorld series is, sometimes you just want a good old fashioned sequel, a game that goes back over familiar ground and tries to make things bigger and better. With close to a decade since the original, it feels like high time that Thunderful return to one of their most popular entries with the side-scrolling turn-based action of SteamWorld Heist 2.

Where the first Heist was a space-faring jaunt in junky steampunk ships, SteamWorld Heist 2 throws you right into the midsts of a great ecological crisis threatening its watery world where boats and subs are the order of the day. Oh sure, it’s already just a fragment of a planet hurtling through space, but where now Steambots are struggling to find clean water, afflicting them with Rust, and there’s literally just one ship’s captain who’s got a hope of unpicking the mystery of what’s going on. Captain Leeway steps into the breach – no, not “Krakenbane” herself, but her son – or at least, he would do, but at the start of the game, he’s very much down on his luck, his inherited submarine having been confiscated and having lost his good arm for shooting.

So the game opens with an introductory mission with his last two trusty crew members embarking on an audacious mission to steal his submarine back, facing off against the Dieselbots of the Royal Navy to do so. This personal task successfully completed, and Captain Leeway is thrust into continuing his campaign against the Dieselbots, the mysteriously bony Rattlers, and trying to get to the bottom of what’s giving all the Steambots a nasty case of Rust – hint, it’s the salty water.

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Just as before, SteamWorld Heist 2 is XCOM given the Flat Stanley treatment. Instead of commanding your handful of crew members through 3D spaces, you’ve got a side-on view of every combat location. It’s a nice and permissive kind of turn-based tactical battling though, letting you aim and shoot through the cover you’re hiding behind and past allies, through thinner gantry-like flooring, and using ricochets to hit enemies who are in cover themselves. And instead of aim being a percentage based roll of the dice, it’s more like Worms in that you have to line up your shot and then time it with the natural sway of the weapon – It helps greatly that one of your first characters is a sniper, which gives you a laser sight that even shows bullet bounces.

SteamWorld Heist 2 comes with a new Jobs system for classes, though, all dependent on which primary weapon is equipped. There’s no limitations to Job switching, and as soon as you’ve gained a level in one role, those skills can then be unlocked for another role by assigning Cogs. The Flanker and Brawler are easy to synergise, giving a melee character much enhanced movement, while you could turn your Sniper into a backline support with cover building and team healing abilities from the Engineer.

The deeper you get into the game, the more weapons and gear that you’ll earn, and there’s further avenues to upgrade your characters and roster as a whole. Higher levelled weapons will dish out more damage, and there’s also Epic weapons with special effects, like a sniper with electric discharge, or a crossbow for the Reaper instead of an SMG.

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There’s some great nuances to explore here, especially as you need to make the very most of every advantage your get on higher difficulties, and there’s missions that will hew toward one style of play or another. Compared to the original, level layouts are now fixed, but with randomised cover and enemies, so you have much more repeatable experiences than the more broadly procedural levels of before. That leads to missions where, confronted with countless Rattler totems and a secondary objective not to destroy any of them yourself, you’ll need precision and minimal ricochets – it took me a few tries. And then there’s just stages that are designed for varying team sizes.

Another big area that SteamWorld Heist 2 improves upon is with everything between missions. Yes, there’s downtime at safe havens and bars, where you can rest up to get to the next day, shop for better gear and chat to NPCs – you’ll also get the luxurious vocal harmonies of the original songs by Steam Powered Giraffe stuck in your head – but then there’s the neat open world to sail around to get to each location, and enemy ships to battle.

The submarine is pretty weak to start off, but with weapon mounts to the side, front and top, as well as more unlockable slots for upgrades, it can become a pretty fierce little thing, capable of taking on enemy capital ships. That’s especially true because of how agile it is with responsive arcade handling, not to mention the upgrade to let you dive beneath the surface – where you’ll come to find other subs and mines. It’s a fun diversion between the sometimes gruelling battles.

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By default, the game comes at you with the Experienced difficulty level, and through the opening regions, that’s pretty straightforward to handle. However, the Rattlers can really swarm you and levels often have enemy spawn points that make you scramble and rush just to survive – by the third or fourth region the difficulty had really stepped up a few notches. Thankfully the difficulty is customisable beyond the fistful of presets, and a checkpoint system mid-level lets you roll back up to two turns if you want to slap yourself for a dumb move or fluffed shot.

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