The wise-cracking alien Crypto, or at least one of his clones, is back in
Destroy All Humans 2. After successfully spearheading an alien infiltration of
Earth in the 1950s, Crypto is enjoying his time in the 1960s masquerading as
president of the US when the Russians have to go and spoil everything. Those
darn commies spy the Furon’s orbiting space station and send a little nuke to
perform a forced docking maneuver. With his superior officer reduced to a
computer generated hologram and the KGB running all over the San Francisco
inspired Bay City, Crypto must take time off from the presidency to find out
just what the reds are up to.
While a lot of Destroy All Humans 2 plays like the first game, one of the
biggest changes is the move from 1950s middle America to the world stage of the
1960s. This certainly gives the game a different look and feel from the
original, but something has been lost when the clocks were moved forward. In the
1950s the game is a send-up of classic B movie science fiction from the era,
while in the 1960s it tries to poke fun at the entire 1960s zeitgeist – hippies,
spy movies, the cold war, etc. Instead of starring in a cheesy sci-fi flick
you’re now channeling Austin Powers. To me there’s more fun to be had with the
overly melodramatic dialog and Leave It To Beaver settings of the 50s than
hearing the phrase “far out man” a thousand times, but I suppose you’ve got to
change with the times…
The other big change in store for players of Destroy All Humans 2 is that the
story is more tightly integrated into the gameplay this time around. There are
no longer trips back to the mothership between each mission (which would be
difficult considering that it was blown up by the Ruskies). Instead missions are
launched from your holographic projection of your leader or from various
characters and locations around the game’s map. Side missions are more
integrated into the environment as well, making the missions feel more a part of
an ongoing narrative than a collection of disjoint jaunts down to the Earth’s
surface. In addition to the story and side missions, there are hidden objects to
find that can be traded in for weapon upgrades and long-buried Furon idols that
will make demands of you including trying will a few converts to your alien
religion.
By far most of the action in the game takes place on foot. In order to walk
down city streets without creating a panic you’ll need to take possession of one
of the local’s body. If you are seen possessing a human, you’ll create a panic
which can either be quelled by using your mind control powers on the panicked or
by just hightailing it out of the area. Mind control powers making a return to
the game include telekinesis which allows you to pick up and throw around
objects and people with your mind and is admittedly the most enjoyable of your
powers. Also making a comeback is the power to read the minds of humans which
can lead to some useful information or a humorous peek at people’s inner
thoughts.
Page 2 of 2 »