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SteamWorld Heist 2 review - the return of this tactical gem feels a little lost at sea
The core of SteamWorld Heist still burns brightly in this turn-based tactics sequel, but its bid to go bigger and better is a risk that hasn't quite paid off.
Unsurprisingly, there are several hiccups, detours and other obstacles you'll need to deal with along the way, taking you from the balmy, tropical shallows to deep, icy northern trenches and more - which you'll pootle around in your trusty submarine in real-time, travelling from one mission to the next on the high seas. They can cover vast swathes of a map this way, and if you combine them with a Sniper, whose glorious long aim lines let you pull off frankly ludicrous tricks shots that can ricochet off multiple surfaces for another well-timed hit from the rear, gosh, that's a real power-bot couple right there. Missions where the swag bags you've got to loot are strewn across all corners of the ship, for example, or when you've got three mini-boss targets (also at opposite ends of a level) with honking great health bars and a plentiful supply of existing minions to throw in your direction.
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