~Once again, I have found that there is much more to Stealth Inc. 2 than I thought.~
When I first published the first part of this review I was kinda stuck in this game. I was one passed test chamber away from an all-new PTI gadget: the ME TOO. It is an item that allows you to make a perfect clone of yourself so you can be in two places at once. But where the crap was that last test area?
I searched up, down, and all around until I found it by complete accident. One ME TOO product test later and −BAM!− I get to use the game’s second-coolest gadget whenever I want. And the first thing I did was to head all the way back to the first giant room in the PTI Complex and use my new toy to trip some lasers I’d spent all game trying to figure out/activate. The floors opened wide and then I eagerly jumped down into −−
−− the Clone Dungeon?! What the actual hell?! Just when I thought that things couldn’t get any more real with this game. I had to put my WiiU control pad down for a minute to really wrap my head around what I had just leapt into and what lay ahead. It was obvious that my crazy ride with Stealth 2 was far from over. There was a whole ‘nother round of product tests to blunder my way through with the actual coolest gizmos in the game: the teleporters.
OH MY GOD! These things were so damned cool? With one, you’re able to transport yourself to wherever you can lob that thing. You can also switch positions with anything that happens to be walking over it. Perfect for those annoying sentry robots. But the real fun doesn’t begin until Alderman “kindly” informs you that you do, in fact, have two of them. And now you can warp yourself (and said annoying robots) between any TWO points, effectively bending the environment to your every whim. All that you have to do to add them to your arsenal is to conquer some of the most “mind-bendiest” puzzle platforming in all of gaming history.
Holy hell, the last portion of product testing in Stealth 2 was really something else. It puts everything that you have ever learned about how this game works to the ultimate test. The Clone Dungeon clearly demonstrates that the Good Dr. is sick of your shenanigans and is more determined than ever to put a stop to them. It’s pure insanity. And all of that insanity comes to a head in the very last test chamber of the game: End Maim. (See what the developers did there? “End Maim” instead of “End Game?” I thought that was really clever.) It’s made of three different rooms that are all connected via warp panels in the walls and there are huge, round, lethal stationary security bots sitting smack in the middle of each of them. These things are THE WORST! They constantly scan their immediate surroundings for anything that has no business being in the area; the only way to get around them is to stick to the shadows as much as humanly possible. Why? Because everything the light touches . . .gets zapped into oblivion by an insta-death laser.
It gets even better: these three mechanical monsters can get seriously juiced up and release all that excess energy as one static-y EMP-type wave that annihilates everything it touches which happens quite frequently throughout End Maim. Fortunately, it can be avoided with . . .um . . .relative ease? (Hint: just move away from it as far as you can!)
This is the most grueling, brain-warping, frustrating test chamber in the whole game and it took me a solid half-hour to finally get through it. It was such a HUGE relief to get this test over and done with. Along with my time with this game. I was so ready to get this game over with so I could play something else already. The only things left to do were to make my way from the Clone Dungeon and head toward the final showdown with Dr. Alderman. I couldn’t wait to break into that nearly impenetrable control room he had holed himself up in.
So, in part one of this review I said that Stealth 2 would end with one last face-off with the Good Dr. and that the ending you got would be determined by the number of clones you were able to rescue. Turns out I was almost totally wrong about everything. THIS is how it all unfolded: you DO break into the control room and come face-to-face with Alderman along with a bunch of other clones and, of course, he freaks the eff out. You and your clone-bros then grab him, carry him off, and then dump his ass into one of the very test chambers he’s been torturing everybody with. And they just leave him there. Then everyone walks right out of the doors of the PTI building and into an unsuspecting city where, presumably, all sorts of chaos is about to ensue. Lawsuits and falling stock prices and bankruptcy − oh my!
Overall, I thought this was an interesting way to end the game. It makes it pretty fun to speculate about what happened after all was said and done and what possibilities were waiting for the Clones as they ventured into the night. It’s oddly satisfying to imagine Dr. Alderman suffering the same fate he subjected them to. Yeah, I sort of hope he died a slow and gruesome death. Bastard.
But on the other hand, I’m still rather disappointed. I mean, all through the game I had been expecting a huge, epic, and fulfilling final boss battle with that guy. I had been looking forward to using all of the neat little gadgets I found during my (mis)adventures and pay him back for all the misery he’d caused me and my fellow clones. Yeah justice was served, but I wish I could have served it personally. Maybe I’ll find what I’m looking for with the next game that I review. Bring on those epic boss fights!