0.6GB
Almost every wall in Pyro Studios' World War II puzzle boxes can be looked behind. Rotate the camera ninety degrees and a Japanese barracks becomes a cutaway doll's house; step through a doorway and the game loads an interior, floor by floor, with guards patrolling rooms you were peering into a second earlier. That was the leap the sequel made over the 1998 original, and it turned static isometric maps into places you could climb, swim under and infiltrate from three directions.
The cast is the real system. The Green Beret can dig holes and haul bodies but has no gun worth the noise; the Sniper carries three bullets and a rifle that alerts everything within earshot; Fins the Marine handles water, the Sapper handles mines, the Thief climbs drainpipes and picks pockets. Whiskey the dog fetches items. None of them can survive a straight firefight, and none of them are interchangeable, so each mission is really a scheduling problem: whose ability opens the next door, and who has to be somewhere else at the same moment. The vision cones tell you exactly what a sentry sees. Everything else is your fault.
The PS2 conversion is where the honesty has to start. This is a game designed around a mouse pointer and a fistful of hotkeys, and the port maps that onto a cursor pushed by the left stick with shoulder-button modifiers. It works, in the sense that everything is reachable, but the precision that made the PC version feel surgical is gone, and the loading pauses between interiors and exteriors break the rhythm of a plan that depends on timing. Save often. The game expects it, and quicksaving mid-infiltration is less a crutch than a design assumption.
What survives all of that is the quality of the level design. The opening beach assault, the Bridge on the River Kwai homage, the U-boat pen, the Colditz-style escape: each is a hand-built machine with several correct answers, and the pleasure comes from finding one that involves almost no killing at all. Difficulty is high and unapologetic, the tutorial is a full training island rather than a hint pop-up, and the presentation still looks sharp because it leans on painted detail rather than polygon count.
It remains one of the very few genuine real-time tactics games on the console, and if you can make peace with the controls it rewards patience in a way almost nothing else in the PS2 library does. Sit with a map for twenty minutes before touching a soldier and the game opens up like a lock.
0.6GB
0.5GB Disgaea - Hour of Darkness
3.6GB Kessen II
0.4GB GrimGrimoire
0.8GB Naval Ops - Commander
0.7GB Soulcalibur II
2.9GB Mercenaries 2 - World in Flames
1.2GB LEGO Batman - The Videogame
loading comments…