Fighting Force 2 - PlayStation

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Fighting Force 2 (PlayStation)
Also for: PC, Dreamcast
Viewed: 3D Third-person, floating camera Genre:
Beat 'Em Up
Shoot 'Em Up
Adventure
Arcade origin:No
Developer: Core Soft. Co.: Eidos
Publishers: Eidos (GB/US)
Released: Unknown (US)
10 Dec 1999 (GB)
Ratings: 15+
Features: Vibration Compatible
Accessories: Analogue JoyPad, Memory Card

Summary

Fighting Force 2 expands upon its predecessor, incorporating new elements of strategy and a more varied style of gameplay. A brand new engine and editing systems have been specifically designed during the development period.

Fighting Force 2 is primarily an action game. It also features elements of exploration, and adventure. Interaction with the environment/objects is included (as seen in Fighting Force), but the player must also obtain additional information via computer terminals.

Fighting Force 2 includes hand-to-hand combat plus the use of weapons. A secondary element of stealth is also introduced, enabling the player to decide upon a specific course of action for each situation.

The main character, Hawk Manson, has extensive freedom of movement and may climb, jump, swing etc. in order to negotiate split-level environments.

The gameplay is fast-paced, designed to push the player into increasingly frenetic situations.

AI is more advanced since enemies may not attack outright. Over 50 different characters have unique behaviour patterns - they may confront, flee, seek assistance, raise alarms etc. Enemies also have group behaviour patterns.

The player is given an objective before each stage via FMV or cut scenes. Information may also be retrieved from computer terminals and the data handset feature. Additional information, keys, codes etc. must be collected in order to successfully negotiate each level.

The main objective of Fighting Force 2 is not known at the outset. The storyline is integrated, giving clear objectives that allow the plot to unfold.

The player must ultimately reach the Nackamichi Corporation Head Quarters, destroy a completed cyborg/clone and then wipe the super-computer data banks.

Assuming the role of Hawk, the player must pick up clues, information, keys etc. to allow deeper investigation into each gaming location. Each location represents the development facility for a specific technology – the different technologies will ultimately be combined to create the Nackamichi clone. (The player is not aware of this at the outset).

The player is given a single life. The game may be saved after each stage.

Cut scenes will be used to give the player his next objective / further information etc. As the player progresses through each location, a number of scripted scenes will also be used to advance the story line. These will be integral to each location.

Hawk is also equipped with a data handset via which information is received from the Control Base. The Base will give Hawk additional information and objectives.

A variety of weapons are available for immediate use. Others can be collected and added to the player’s arsenal. Additional weapons are placed strategically to aid the player through certain areas. Some weapons will have a limited lifespan. Ammunition may be picked up throughout levels. If ammunition runs out, secondary weapons such as knives, bats, axes etc. are available via the inventory or as pick-ups.

The player may also interact with the environment to obtain other items that may be used as weapons.

The player may rely on hand-to-hand combat when weapons are not selected or available. Hand-to-hand combat may be preferred when dealing with enemies at close-quarters.

Whereas Fighting Force gave the player no option but to fight, Fighting Force 2 incorporates new elements of strategy and occasionally stealth. The use of these elements may often be more beneficial than a direct assault. As such the player must carefully evaluate each situation.