The SteamWorld series of games has been an exploration of disparate genres, with the team always careful about returning to ideas. But it does happen! Like Dig 2 before it, SteamWorld Heist II seeks to iterate upon the original’s mechanics with years of hindsight and extra development expertise.
Heist II moves from the first game’s space setting to an ocean one, with players navigating the world in a submarine. Functionally, these are very similar! So it feels a lot like the original. Instead of the menu-based approach of its predecessor, this entry takes a Mario + Rabbids approach, using an adventure overworld with light exploration and naval skirmishes.
This scheme is designed to break up the tactical combat with world-building, and the team at Thunderful tried hard to make it fun to explore the map even if the rewards aren’t always particularly consequential. You’ll find secret passages. You’ll encounter little narrative moments. The water effects as the sub zips around are satisfying. There’s even a diving mechanic that doesn’t really get explored until the late game but serves to give the world dimension.
But the primary attraction of SteamWorld Heist II is definitely the combat missions. In a lot of ways, they’re reminiscent of the first: areas composed of rooms and doors that are regularly re-used and configured, with a variety of obstacles and enemies to aim weapons through. We can forgive a lot of the iterative nature, though, given its role as a sequel and the way this system is distinct from all major tactical alternatives. It’s accurate enough to call it “2D XCOM,” but the 2D part of that does fundamentally set it apart in both presentation and tactics.
The combat is, more than anything, about action economy and finding tricks to take out more enemies at once and keep your head above water against enemy waves. Sidearms and grenades, along with class-specific abilities, allow you to attack more than once in a turn. Weapons with a large blast radius can hit more foes if placed right. Unlockable abilities can cause attacks to not end your turn or give you extra movement to reach objectives faster. This focus, again, feels a lot like Mario + Rabbids! Which is definitely a good thing. We found ourselves emptying our cupboard of extras each turn before finally using the characters’ primary weapons on whatever was left alive.
There are multiple difficulty options in the game and you can change on the fly if needed, but if you’re having trouble with a particular stage, you can also grind for job levels and equipment. This isn’t a huge change to your power or capability, often just giving you slightly more survivability or one more skill. But that can be the difference between staying on top of enemy waves and finding yourself underwater.
The world is broken up into regions, which largely function as the game’s chapters and each feature a bar for resting, shops and narrative moments. Each party member can fight once before resting, which means you’ll eventually be able to fight a few times before returning, but that does build up over the game. Missions earn “renown,” a currency you cash in when you rest for rewards. If you’re able to use the whole team and do a lot in the same day, you’ll be able to redeem for the higher-value rewards. These aren’t necessary, but they’re usually quite nice to have. You also unlock a special passive reward for completing everything in a region. Again, not necessary, but you’ll want them and they’re not too tough to do.
You recruit new party members at these bars, each with the ability to learn any class, but carrying personal skills that could lean them toward particular strategies. You have some player freedom to recruit in different orders, eventually unlocking all ten, but with some choice of who you need first and who you can wait for until later when you have space in the crew. They’ll have little quips during missions to make them feel like a part of the story, but they’re mostly there to support protagonist Captain Leeway through his journey while he largely doesn’t participate in fights himself.
Heist II is, in a technical sense, a very smooth experience, which makes sense for a sequel to a game formulated to work within 3DS specs that’s releasing on all active platforms regardless of capability. We did review the game on PC, for what that’s worth, but it’s the sort of game that doesn’t feel like it’s trying anything that would trip up low-spec devices.
SteamWorld Heist II takes the things that worked in the original Heist and, well, gives players more of them. It’s well-considered in so many ways, making sure you’ll have a good time exploring its ideas for as long as it holds you. It ain’t exciting or revolutionary, really, but it sure is fun.
SteamWorld Heist II launches August 8, 2024 for PlayStation 5, PlayStation 4, Xbox Series, Xbox One, Nintendo Switch and PC.