Friday, April 13, 2018


Space Marshals 2 Guide


Space Marshals 2 does not spare anything when it comes to the graphics and they are some of the best you can find on the mobile platform. The view encompasses a wide expanse of detailed scrubland and the characters and objects appear well fleshed out. The controls consist of a joystick and a button to shoot on the two sides of the screen. The sci-fi wild west adventure in outer space continues with Space Marshals 2. This tactical top-down shooter puts you in the shoes of specialist Burton in his struggle against the criminal elements of the galaxy. This isn’t your ordinary dual-stick shooter. The emphasis is on tactical combat and stealth, rather than just spraying bullets, and there’s a story! What is unique about this game is that there is a tactical element to the gameplay. You have to sneak about and predict the enemy’s moves rather than just show up and shoot ’em all. It is also possible to set up distractions for your enemies so you can move in swiftly and kill them without raising the alarm. There are twenty levels with performance based rewards and close to seventy different types of weapons.There is also a focus on equipping the character properly and the body armour, grenades and choice of weapon matter hugely. Unlike the first one, this game is completely free. You might run out of levels quickly if you start enjoying it. This game could have been made much more engaging if there was a multiplayer mode as well. The missions have been simplified into being more straightforward affairs, but you never have to worry about mission time now getting 5 stars is based on the number of deaths you have and occasionally a number of high-value targets killed. And there's some great loot to be had by doing well, though I got enough good stuff to not be too worried about the items I was missing by the end. But if you're the completionist type, then you have rewards. Plus, there's secret coins to be found, and hats that can be collected in the 20 levels. Heck, even with the game featuring 20 levels and roughly 5 hours of gameplay or so there's plenty to do here. The streamlining and addition of stealth kills are pretty much just what's new here. While I had to remember that stealth kills weren't in the first Space Marshals, they're such a natural addition that they feel like they were always there. But that's the issue with Space Marshals 2. When you play something new, there's that excitement of the unknown, you don't know what the game's really going to throw at you. I didn't get that with Space Marshals 2, it feels really familiar because the core of the game is the same. It's dual-stick stealth-action.




Use the environment to your advantage. Avoid attacks by taking cover. Flank enemies for extra efficiency, but avoid getting flanked yourself! Use the tools of the trade to gain an edge frag grenades, flash bangs, drones, gun turrets, proximity mines and much more. Choose your approach carefully. Some say running into the fray, guns blazing, isn’t always the answer. Use distractions to single out opponents. Use stealth takedowns and silenced weapons to covertly reduce the enemy numbers. Hack gun turrets to turn on their masters. Lure different enemy factions together and let them fight each other.Choosing your load-out is a big part of your tactics. In addition to body armor and grenades you can carry one two-handed and one single-handed weapon - and there’s something for everyone. Shotguns, handguns, assault rifles, sniper rifles, crossbows, energy weapons, throwing axes and more.The story of the game picks up shortly after where the other one leaves off, with a bounty having been placed on the Space Marshals, and their needing to escape from the bounty hunters. They land on a nearby planet, and from there, players will guide them through twenty missions. All the main characters have returned. It retains the same aesthetics as its predecessor, so there’s a nice blend of Old West with far flung, futuristic Sci-Fi; stetsons are at home here, along with cybernetic limbs. Everything is colorful, and clear to look at. It also retains the same sense of humor, found in the dialog (goofy and forgetful protagonist, snarky AI, etc), so “more of the same” really works for the franchise here. Playing it on my Shield TV, I noticed zero lag or stuttering. so all the visual ran smoothly. The sound track was fitting as well. While not having a lot of variety to it, it conveyed both a bit of tension, with some action in its sound, so it’s not a bad choice on their part. Space Marshals 2, as you might be able to guess from the title, is about policemen in space. Cowboy policemen to be precise. There’s some double crossing at the start of the story, then you’re chucked into a series of non-linear levels to find out what happened, capture some bounties, and generally be an intergalactic cop. The controls are pretty much standard twin stick shooter. One joystick moves you around, another one aims your weapon. But if you’re expecting this to be a full-on onslaught of bad guys and bullets then you’re going to be a little disappointed. Instead Space Marshals 2 challenges its inner stealth game, throws in a bit of cover shooter, and then laces the whole thing with brief bursts of frantic action that get the pulse racing but are far from the norm.





The gameplay seems to work even without a controller, though having one does make for a superior experience, with the game being a dual stick shooter. The touch controls work well though, with players using floating buttons that remap as needed, from moving or operating objects on one side, and attacking on the other; tapping anywhere else on the screen toggles the sneaking mode. Players typically sneak around and pick their spots for combat with hostiles, mindful of drawing unwanted attention. In a format that is reminiscent of the Metal Gear Solid, players can see the cones that represent the area of view for enemies, along with laser sites for weapons, and other cues from enemies for things they might hear (alarms, footsteps, et al). Players can toggle between jogging (offensive mode), and crouching (sneaking mode), with the former being both faster and noisier than the latter. The hero is equipped with a variety of items, accruing more each time a level is completed (though of the choices available, only one can be taken at a time). These include a pistol of sorts, a rifle of sorts, armor (with modifiers for health, front facing shields, noise and speed), and two throw-able objects (typically grenades, or place-able mines). In addition to these options, players have a new option: the sleeper hold. So, whenever a player sneeds up behind an enemy (or from any direction if said enemy is sleeping), the marshal puts a sleeper hold on the enemy, thus neutralizing them without firing a shot. Adding the sleeper hold was pure genius on their part. It can preserve silence, as some of the weapons are noisy,  or hold only a small amount of ammunition; among the weapons, there was quite the variety in ammo, style, damage, and more. Objectives changed on occasion, sometimes mid-mission, but the format was otherwise the same for every mission: get dropped off, complete objectives, and get picked up. When you’re crouched, you’ll automatically perform sneaky takedowns when you’re close enough to an enemy. Running into a fire-fight all guns blazing, especially at the start of the game, will usually end badly. You need to figure out how to take out the criminals one by one, preying on their weaknesses and then using brute force when the time is right. You unlock new weapons, hats and armor as you progress through the game, and the variety of baddies you need to take down shifts from simple goons to tougher bosses and automated turrets.





The story of the game picks up shortly after where the other one leaves off, with a bounty having been placed on the Space Marshals, and their needing to escape from the bounty hunters. They land on a nearby planet, and from there, players will guide them through twenty missions. All the main characters have returned. It retains the same aesthetics as its predecessor, so there’s a nice blend of Old West with far flung, futuristic Sci-Fi; stetsons are at home here, along with cybernetic limbs. Everything is colorful, and clear to look at. It also retains the same sense of humor, found in the dialog (goofy and forgetful protagonist, snarky AI, etc), so “more of the same” really works for the franchise here. Playing it on my Shield TV, I noticed zero lag or stuttering. so all the visual ran smoothly. The sound track was fitting as well. While not having a lot of variety to it, it conveyed both a bit of tension, with some action in its sound, so it’s not a bad choice on their part. The gameplay seems to work even without a controller, though having one does make for a superior experience, with the game being a dual stick shooter. The touch controls work well though, with players using floating buttons that remap as needed, from moving or operating objects on one side, and attacking on the other; tapping anywhere else on the screen toggles the sneaking mode. Players typically sneak around and pick their spots for combat with hostiles, mindful of drawing unwanted attention. In a format that is reminiscent of the Metal Gear Solid, players can see the cones that represent the area of view for enemies, along with laser sites for weapons, and other cues from enemies for things they might hear (alarms, footsteps, et al). Players can toggle between jogging (offensive mode), and crouching (sneaking mode), with the former being both faster and noisier than the latter.



 
The hero is equipped with a variety of items, accruing more each time a level is completed (though of the choices available, only one can be taken at a time). These include a pistol of sorts, a rifle of sorts, armor (with modifiers for health, front facing shields, noise and speed), and two throw-able objects (typically grenades, or place-able mines). In addition to these options, players have a new option: the sleeper hold. So, whenever a player sneeds up behind an enemy (or from any direction if said enemy is sleeping), the marshal puts a sleeper hold on the enemy, thus neutralizing them without firing a shot. Adding the sleeper hold was pure genius on their part. It can preserve silence, as some of the weapons are noisy,  or hold only a small amount of ammunition; among the weapons, there was quite the variety in ammo, style, damage, and more. Objectives changed on occasion, sometimes mid-mission, but the format was otherwise the same for every mission: get dropped off, complete objectives, and get picked up. In another improvement of the game, the prior release unlocked missions as players collected the requisite number of “clues” (white pieces of paper) that were hidden throughout the levels of the game. Failure to find enough forced players to replay completed levels. This time around, that requirement has been removed. Instead of clues, now players can collect coins, that can be redeemed (in groups of seven) for new weapons or other items, beyond the ones awarded at the end of a level. Now allowing levels to be completed successively, while offering rewards for the extra effort, make for a far superior experience. I had to double back for needed clues more than once in the last game, just to be able to unlock the next level. The last major change installed was regarding when a level has been completed. Players can continue on in that level, to wrap up any unfinished business. Scoring for a level is based on player deaths (subtracting points) and neutralizing high value targets (adding points), always having a maximum total of five, either by combing the two, or just not dying (on some levels). So, if players missed one of the kills or optional coins, they could go back through the level to mop up, before exiting back to camp. Considering players can only claim one of the (at most) four items awarded (depending on performance), this is a very nice addition for those that might only want to pass through a level once.