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^=Music
All Caps=Recommended
Hover mouse over screenshots for commentary.
March 2016
Stealth Inc. 2 is much like it's predecessor, but expands it's gameplay mechanics many times over. It also features a hub world where you need to discover each level rather than simply pick the level on a menu screen. Each new set of levels features a new gadget. For example, early in the game you gain the ability to throw an inflatable block. This can be used as a weight or to launch you into the air. Many of the puzzles in the game involve your character being unable to get past a barrier - but your gadgets can.
The game is mechanically sound and well made. The puzzles increase in difficulty at a reasonable rate. It has a decent sense of humor. So all in all, it has many if not all of the strengths of the original. My only real complaint with this game is the hub world. Many will like it, but I just found it annoying. More than a few times I simply couldn't figure out where I was supposed to go next and almost stopped playing the game out of frustration. I just wanted to play the next level and it was annoying to get stuck in a part of the game that isn't even necessary. However, the hub world is generally well done so my criticism should be taken with a grain of salt.
If you like puzzle games and have patience enough to fail hundreds of times, there's a good chance you'll like Stealth Inc. 2.
Stealth Inc. 2: A Game of Clones
THAT'S A LOTTA CLONES! | A lot of the game is very dark. | |
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Green eyes mean your hidden, yellow means partially visible, and red means enemies can see you. | It's not. | |
Throughout the game you can rescue other imprisoned clones. | ||
There are lots of puzzle mechanics, such as that light blue laser running in between two portals. If my character or an enemy is in the way of the laser, something will activate - perhaps a door will open or a laser will shoot out and kill us both. | I think I took a screen shot of this scene because it drove me frickin' insane. It took forever to solve. As usual, the solution was right in front of my face. | Ugh. Finally solved it. Some people feel smarter after beating a puzzle game. I just feel dumber. |
Every eighth level has a Sentinel boss, which is basically an unstoppable enemy that must be escaped. | How . . . comforting? | |
At one point in the game you gain the ability to mind control enemies. I'm shooting this enemy's laser through a portal to activate a switch. | Later in the game many puzzles are solved through light and darkness, and you gain a gadget of a throw-able light. In this screen I'm holding the light, which is why the shadows fall all around me. | |
More comforting words from The Maker! | ||
This is one of many screens in the hub world where you search for the next level. | Holding the light . . . | And leaving it behind. |
This is another infuriating puzzle. If you've completed the game you may well remember it . . . | Oooh! Barely hidden from the Sentinel! | Those red dots explode if you step on them. |
I always do. | ||
"We've come for you!" |