STEALTH INC 2: A GAME OF CLONES
You’re sneaky. Well, not necessarily you, but you when you take on
the role of this game’s protagonist.
Or maybe you’re sneaky
anyway? Meh, it’s none of our business.
What is our business,
however, is writing about games. Stealth Inc 2: A Game of Clones
is a game, so we’re writing about it. You can tell it’s a game,
because it has the word within in its title.
It also has a
‘2’ in there, which is as good an indicator as any that this is a
sequel. Not surprisingly, it is, following on from the rather fabby
(and similarly puntastically titled)
Stealth Inc: A Clone in the Dark. You can read our thoughts
on that here, which may save time as they’re essentially our
thoughts on this.
Yep, we’ve been splorping out more padding
than you’d find on a plushie sumo wrestler, and you’d be right. Why?
Well, as alluded to at the endy bit of the previous paragraph,
basically this is more of the same – not that’s there’s anything
wrong with that when the thing that it’s more of the same of was
good, and remains as such in sequeltastical form.
still a clone. You’re still trying to escape a testing facility.
You’re still dealing with numerous switch and other puzzles. You’re
still being stealthy (again, please see the title). You’ll still
replay levels over and over until you don’t fuck them up completely.
You’ll still find it a tough, well, bastard.
added narrative, funky new devices to play with (as well as those
titular clones) and, of course, 60 new chamberistic levels to badger
your brain with.
If you’re soft, this’ll break you. If you’re
hard, it’ll likely sprain the odd limb. But if you’re truly sneaky
you’ll relish riding into the danger clone...
Damn, we really
cloned this one in.