![]() ![]() I also found the 30-second timer on the use of weapon power-ups to be rather impractical, and more often than not I’d pick up the mortar rounds or heavy pistol ammo in the last few seconds of a fight, then be forced to waste them by pointlessly firing at walls since I couldn’t carry them into the next scrap.Īdditionally, the added depth to each area introduced an inherent clumsiness that had me regularly getting stuck on the edges of doorways or staircases, stumbling through solid objects like they were holograms, and eventually just falling directly through the floor and trapping myself in out of bounds areas that forced me into checkpoint restarts. ![]() Meanwhile, combat is theoretically more robust thanks to the spatial depth offered by the 2.5D level design, but fussy thumbstick-based targeting makes fights against larger groups of enemies woefully imprecise, and any attempts at stealth are futile since every guard seems to have eyes in the back of their heads. ![]() There are also some unintentionally hilarious story moments – like when a certain supporting character is abruptly killed off, only to return safe and sound in the next chapter like the instantly reversed demise of Chewbacca in The Rise of Skywalker. Returning hero Conrad Hart was a man of few words in the original, but now he won’t shut up in Flashback 2, woodenly delivering dumps of exposition like he’s the narrator in a high school play. In place of the cutscenes that bridged gameplay sections that remain striking to this day, we now get static talking head sequences with character faces so unremarkable that they may well have been collectively created in an afternoon by an AI art generator. In so many ways, Flashback 2 feels shockingly inferior to the original. ![]()
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