SteamWorld Heist II is a Refreshing Turn-Based Sea Shanty // Summer Game Fest ‘24

Steambots ahoy! After nearly a decade, Thunderful’s renowned anthology franchise sets sail for a heavily anticipated return to the beloved turn-based strategic gameplay of SteamWorld Heist II. Docking my precious booty onto the Summer Game Fest couch for my hands-on preview, I admittedly was quite trepidatious about this appointment in particular. I have nothing against the wonderful folks at Thunderful nor the impeccable history of the SteamWorld Saga (there’s your future JRPG title, team), I’m simply not a turn-based kind of guy.

I’ve never been wired for the patience and strategy required for the turn-based strategy genre, resulting in the inevitable shelving of countless esteemed classics. As a newcomer to Heist, there was an underlying fear that the sequel would reflect my ghosts of the genre's past. But as I engaged in the first high-stakes battle with my scrappy Steambot crew, one thing became abundantly clear: never bet against SteamWorld. 

Heist II incorporates simple yet key decisions critical to keeping the moment-to-moment gameplay engaging and unrestrictive. The addition of open-sea exploration, naval combat, and a comprehensive job system allowing players to cater each Steambot to their specific playstyles adds so much depth beyond the turn-based battles. But I want to highlight some simple decisions that significantly impact the rhythm of defensive and offensive gameplay.

The unhindered movement was one decision of note that makes defensive maneuvering, in particular, refreshing. There have been countless occasions in similar titles where a move leaves me vulnerable to a run-ending blow simply because I trapped myself with the limited amount of moves around the board. But Heist II allows you to run for cover wherever even if a particular cover may be twenty paces away. While I may not be permitted to attack when I reach my destination, the certainty of safety is a significant asset to your confidence and, in turn, the tide of the battle. And when I inevitably make a mistake, I can reassess without aggravating or soul-crushing punishment. 

Heist II also carries the theme of unrestrictive gameplay through its offensive mechanics. Ditching static single-button menu tropes, Heist II surprisingly dips its toes in the waters of the puzzle genre when in combat. Whether it’s a long-ranged snipe or the toss of a grenade, initiating an attack introduces a laser sight that allows for precise targeting and serves as a conduit for the ever-so-satisfying ricochet mechanic. Occasionally, you’ll come toe-to-toe with an enemy easily targetable through a direct line of sight. Still, Heist II’s puzzle inspiration places opponents in positions where critical thinking is a must. Bullets can now ricochet off walls and be manipulated by particular angles when dealing with foes behind cover or around an obstruction. All credit goes to the hand-craft design of the battle scenarios, as nailing an enemy with a precise ricochet shot feels rewarding. As opposed to a more traditional hands-off combat system, the continued gratification kept me eager for the subsequent encounter.

Time melted away as the internal clock inside my mind envisioned ricochet angles and plans of attack. I finally felt the fulfillment the genre has delivered to so many players throughout their years. Is Heist II doing anything groundbreaking to achieve this? Not necessarily. The SteamWorld anthology may not continuously innovate on whichever genre it tackles next, and that’s because it isn’t required. Simple yet intelligent decisions around the core mechanics of a genre open the doors for newcomers and naysayers alike. As one of those turn-based naysayers, I’m eager to reunite with Captain Lee and his rusty band of Steambots when SteamWorld Heist II launches later in the summer.

SteamWorld Heist II casts out to the PC and console seas on August 8th. Pre-orders are now live for those eager for a bit of plundering. 

Preview by Mike Towndrow

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Lushfoil Nourished My Fear of Flying // Summer Game Fest ‘24