No One Lives Forever 2: A Spy in H.A.R.M.'s Way (Video Game 2002) Poster

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Teeth grinding, cliché ridden 'stealth shooter' FPS hiding behind 60s flash.
Zombified_6605 March 2006
I'm all for attempts to cross genres. It can work, sci-fi horror's cool, action comedies are great, in fact it works particularly well in the movie world. Not so for games. Exhibit A: No One Lives Forever 2...I'm aware that spies have to do a certain amount of spying, but this game never commits to one genre or the other. Effectively it's an FPS, but it shoehorns stealth gaming in as well.

Or it attempts to. I have no qualms in saying that NOLF2 is cleverly written, graphically impressive and has a great plot. However, while Deus Ex or Half Life enable you to select how you are going to take on enemies and missions, offering you a wide variety of options, NOLF2 forces you to use stealth on certain missions, then puts you in charge of a large gun with thousands of enemies charging at you the next. It's schizophrenic! This is insulting really. I'm used to the old 'don't be seen/don't kill the police' levels on console games, but increasingly they're fazing them out, and I thought PC games had risen above that kind of thing. But no, I find myself halfway through the game, sneaking about like some beflared Sam Fisher, grinding my teeth on account of the fact that the game took all my guns away.

It's made doubly frustrating by it's execution. Shooting levels are awesome, filled with fun corridors full of enemies and heavy weaponry, made doubly invigorating perhaps by the feel of finally wielding some decent guns and being able to use them. However, the stealth sections are put together with total abandon and a lack of finesse rarely seen outside of movie-license-tie-ins. Enemies not only re-spawn minutes after their death, in several instances I've been seen through walls and even if you do manage to evade the blighters they don't return to their posts, they just hang around the last place you were indefinitely. Given the game's 'spy' vibe, these levels make up most of the game, and they are badly made, shockingly glitchy and above all, unfairly difficult. Sudden death and constant reloading is unfortunately a game NOLF knows very well.

Maybe I'm being unfair. NOLF isn't a really recent game. Since it's release we've seen things like Cold-Winter, Half-Life 2 and Killzone, brainy shooters that put real power in the player's hands. I just can't understand how so many people can like something that kills you off, steals your powers away or chucks you into the deep end without warning so often so much. The bottom line is this: When you're playing a game, you want to be having fun. Real life is harsh, frustrating and dull. You don't want your games to be the same. Don't even get me started on how often it crashes either.

To sum up, No One Lives Forever 2 is a witty game with a nice story line, but it forces you to do things a particular way a little too much for my liking. It's not as bad as Hit-man (which only let you complete levels by doing things the EXACT same way as the developers had planned) but the game constricts your options an awful lot. If you can withstand the awful stealth levels in the middle and the overly intelligent seemingly omnipresent bad guys, then the game rewards you with some very well written cut scenes and humour, plus a final stage shootout that finishes the game with a real bang, but I can't see many making it through the games unfair, extremely difficult middle sections.
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3/10
Flawed sequel to a classic game
Unicorn-915 March 2006
Warning: Spoilers
The original NOLF is way up my top ten of best games ever made: it has flaws -- most obviously the excessively long cut-scenes -- but it's a decent shooter, a decent sneaker and often very, very funny.

NOLF2 tries to add more to the funny spy sneak'n'shoot genre, but falls flat. The story isn't bad, the characters are interesting if sometimes clichéd, but the game design itself lets it down.

The most obvious flaw is respawning guards: there are few things which destroy suspension of disbelief more than having cleared out part of a map and then having more guards magically appear there and shoot you in the back. Respawning is pretty much an admission that your game design is broken.

The other main flaw is the number of 'you can't kill anyone on this level and you can't be seen either', the 'we're sending you to fight an army but only giving you a pistol' levels and the various 'we're sending you against enemies your weapons can't harm' levels. In NOLF you could pick the equipment you wanted for a mission, here you're given what you're given and that's that, and I was particularly unimpressed by the way that guards would see me and raise the alarm when I was hiding behind a sofa in a room on the other side of a courtyard.

Now, that's not to say it's irredeemably bad. The mimes are funny. The 'Ice Station Evil' level is one of my all-time favorites, at least the first time when you don't know what's going on. The tricycle level is inspired, but poorly implemented. The tornado mission would be brilliant, but the respawning ninjas ruin it... I hate levels where it's basically impossible to complete without dying several times while you figure out the path through.

Lastly, the ending. Now, in a way I like the ending as it stands, but one of the rules of good story-telling is that your central characters should be responsible for saving the world, and not a deus-ex-machina. The basic ending could have been kept while allowing your character to have a far more significant impact rather than sitting back and watching.

Definitely worth a go if you find it in the bargain bin, but it's a shame that it could have been so much more.
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