Players now have the ability to flip over objects such as tables, bookshelves and soda machines to use as cover, and shoot off enemy armor and helmets to expose weak spots.
[9] Various weapons and devices have returned from the first game with some being improved upon, such as the All-Seeing-Eye or ASE, used to scan objects for use in a wide range of circumstances, such as data logs, force fields, and to discover hidden traps and unlockables.
[18] Conduit 2 features a currency system that allows players to earn experience points and medals that can be used to purchase weapons, upgrades and armor pieces to alter their characters look.
The progenitors fill this role in Conduit 2, serving as a basis for the Annunaki deities and having since scattered themselves across the world, secretly controlling and influencing the governments and people of their respective areas.
Starting immediately after the events of the first game, Michael Ford follows John Adams through a conduit and ends up on the GLOMAR oil rig, a Trust platform .
The oil platform is in the western corner of the Bermuda Triangle, off the coast of Florida, and is being attacked by a giant tentacular sea serpent called the Leviathan.
There Prometheus gives Ford the black exoskeleton suit of the Destroyer before they proceed to awaken a human woman, Andromeda, from hundreds of years of stasis.
Using the second set of co-ordinates, Ford arrives in Siberia, where he finds the Free Drudge led by Thex attacking the Trust.
The Free Drudge assist Ford into getting to Katarina, a female progenitor, who the Trust hold captive, waiting to give her to Adams.
The ASE, sensing that all the progenitors on Earth are destroyed sends a signal out to the Oort Cloud in which Tiamat, a dormant alien spacecraft of limitless knowledge rests.
Tiamat awakens and heads to Earth as the conduit in Agartha opens and several men in destroyer armor, including George Washington and Abraham Lincoln, arrive, telling Ford that they have come to help him in the upcoming battle.
Not only does it greatly improve and expand on the original, the online and co-op play modes aim to raise the bar for Wii war games.
[37] Motion controls were originally planned to be used for opening doors and flicking switches, but this feature was eventually removed from the game.
[40] At the 2011 Game Developers Conference (GDC), High Voltage Software revealed a tech demo of Conduit 2 for the Nintendo 3DS.
The demo, based on the China level from Conduit 2, demonstrated stereographic 3D effects, as well as the ability to shift into a third-person perspective.
[8] Sega and High Voltage Software ran a competition Nintendo created that offered entrants the chance to have a picture of their face on a wanted poster in Conduit 2.
[41][42] From the E3 playable preview, Conduit 2 was met with positive expectations from reviewers, praising the many improvements from the first game such as those in the multiplayer mode.
[51] Official Nintendo Magazine UK gave it 84% criticising the "B-Movie" plot but praising the visuals and level design.
[52] IGN gave Conduit 2 a 7.5/10, praising the "truly excellent" art direction, which "will take you from the stunning caverns of China to snowy Siberian hills" and the pacing, for which "the designers deserve an immense amount of credit."
The "big, epic" boss fights were noted as a high point, while the "lack of variety" in standard enemy design made the single-player "feel generic at times."
The review concluded that the game was "worth playing for the visuals alone" and "the fact that gameplay and control operate as well as they do speaks volumes" about the talent of the developers.
"[53] GameSpot gave the title a 7/10, stating: "Conduit 2 overcomes its problems by offering a long and varied single-player campaign with a good sense of humor."
[47] GameZone gave the game a 7 out of 10, stating: "There's enough trigger-happy joy here to keep you busy long after the campaign ends, guaranteeing valuable longevity.
Hopefully, a bolder design philosophy will allow future iterations to break new ground rather than settle for "good enough" in meeting player expectations.