A huntin' we will go
Which means you'll die a lot. But Rodeo Games has wisely decided to let you keep the spoils from unaccomplished levels, so it's possible to grind your way past frequent difficulty spikes.
The cynic would argue that those difficulty spikes only exist to compel you towards the game's cash-for-kit system, where you can buy credits with real-world money. But by rewarding you even when you fail, and by making the economy persistent over both game modes, the developers provide plenty of opportunity to earn credits without having to reach into your wallet.
Whichever way you earn credits, Hunters 2's ultimate appeal lies in leveling. It's here that Rodeo Games has crafted a dizzingly comprehensive and moreish offering.
'I ain't got time to bleed'
In addition to standard weapon and armour pickups and upgrades, there's a new crafting system which allows you to construct custom-built weaponry. And there's far greater depth to ability leveling, from weapon skill enhancements and healing, to passive modifiers such as accuracy and damage dealt.
All of which would make for a compelling experience if it weren't for the game's arcane menu system. The game's otherwise great design is undone by clunky, confusing and downright illogical menus. And while it's true you eventually accustom yourself to them, the amount of time spent trawling through the sections to effect the most basic of tasks means irritates throughout.
To give Hunters 2 its due, it certainly improves on the original. But in focusing on increasing its scale and personality Rodeo Games has missed an opportunity to tackle some fundamental flaws. ®
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you can go hunter2 my hunter2-ing hunter2
less boring then?
I liked the first one for the first couple of days, but soon felt that I was playing the same three or four missions endlessly. It was just boring.
is out on iPad.
I thought it was a joke but no, it's there and pretty decent by all accounts.
Very subtle Aliens reference in your subtitle