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Instead of tense and dynamic environments that gave you room to exude your style of play, SF2 requires you to do things exactly as they've planned it.as a result, you often feel like you're playing around their limited events triggers. It isn't until the beginning of disc 2 that the game even resembles the SF I fell in love with last year. Even as it resides on two CDs, almost all the levels on disc 1 are a complete letdown. Unfortunately, it appears the only thing that carried over to SF2 was the story, which picks up tightly where the first one left off. The fact that it had a decent plot and gripping interludes only added to my surprise. The first SF combined the best elements of games like Metal Gear Solid and Tomb Raider, with just the right balance of difficulty between its action and puzzle-oriented levels.
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We know it was silly of us to expect a real sequel from 989, but hey.we can always dream. If you're lucky, you'll pull off a non-camper head shot-thanks to how painfully slow it is to aim your gun. Granted, it's nice being able to unlock characters and levels to use in DM, but what's the point when the actual DM game is so barebones and shallow? Two-player versus always comes down to grabbing the grenade launcher, locking the target and ka-boom, instant frag.
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A huge disappointment comes in the form of SF2's multiplayer mode. However, there's a cool string of levels in Russia that really bring back the old SF feeling, but it's over all too soon and before you know it, Logan's sneaking around with his Taser again. And why did Eidetic destroy the balance between run-and-gun versus stealth game-play? Overall, there are a lot more stealth missions, each filtered through SF2's harsh mission parameters (read: get caught, start over and over and over and over.). Expect to run each gauntlet over and over again with machine-like precision until you've figured out the lay of the land. What happened to the classic arctic base level from the original SF, where triggering an alarm sent you up shit creek but kept the game rolling just the same? As it is, SF2 has lost all sense of spontaneity.
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It seems that by allowing you to save (and restart) at each checkpoint, Eidetic has open license to create some of the most linear and frustrating levels ever. However, the price we pay for such minor improvements far outweigh the rewards. The game engine itself offers no substantial improvement, other than a feeble "jump" function that you can't even control, and the ability to save at checkpoints. But it's our job to tell you that it's a subpar sequel to one of the best games last year and in typical 989 fashion, SF2 is sloppy, rushed and rehashed.
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