Destroy All Humans! 2 Review


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.