Gangsters 2 Vendetta Full
Players again take the role of a prohibition era mob boss in this real-time strategy sequel to Hothouse Creations' Gangsters. Gangsters 2: Vendetta is designed to improve upon the original by enhancing the game interface and incorporating a more detailed, involving storyline, all while retaining the basic real-time combination of cunning strategy and ruthless tactics that appeal to fans of the series.
Gangsters 2: Vendetta (PC) overview and full product specs on CNET.
More sophisticated character development, a night and day cycle, and numerous new buildings and abilities have been added as well. Players take the role of an up-and-coming crime lord who returns from the war to find that his father has been murdered by a rival gangster. Following the guidance of his mentoring uncle, the young boss strives to build an underworld empire that will empower him to take the revenge he so bitterly seeks. After several years of waiting, the sequel to the one of the most interesting strategic simulations ever is finally here. I have to admit that I never expected the sequel to be this different from the original, but all changes turned out just great, all from gameplay improvements to the graphic design.
People have long been fascinated by gangsters and their frequently short, yet interesting lives. Of course, it is best to enjoy such an experience on your PC, and this is exactly what Gangsters 2 has to offer. Gangsters 2 contains several game modes. There's the campaign, the multiplayer and tutorial mode. Be sure to complete the tutorial before you start playing the campaign, as it will point out some crucial elements that you could otherwise get to realize too late. When I say too late, I mean that some missions have time limits. The campaign is the heart of the game and it has rather an interesting plot.
It takes place in an imaginary US state called Temperance in the late thirties of the twentieth century. Just the right time for gunfights, smuggling, racketeering, and altogether dealing in crime. The father of the main character, one of local Dons, gets killed in one of the shoot-outs. You assume the role of Joseph Bane, a young gangster who wants to avenge the death of his father and rule Temperance. Joey Bane starts off with pretty limited means, but he is driven by vendetta.
The map of Temperance is crammed with points (cities) that represent your potential targets for spreading your area of influence. The story unravels through chapters and you'll feel as if you were reading a good crime-story. As you advance through missions and complete given objectives, your status will rise and the missions will get more complex and more interesting. The first thing I got to like about this game is the simple interface, rid of complicated elements that would hinder gameplay. The upper part of the screen contains animations of your gangsters at work, and the left hand side of the screen contains detailed data about your currently selected gangster. This is where you can add bodyguards to your current gangster. This feature seemed pretty interesting: if you have sufficient funds you can hire 'muscle' to help your gangsters in fights.
And as long as all the bodyguards are alive, your gangster cannot be hurt. Bodyguards' default weapon is the handgun, but if you by any chance happen to have any other weapons in your stash, they are sure to take it. This way, each gangster represents a potential group of mercenaries that will protect your territory. You can set the aggression level of each gangster in order to control his reaction upon encountering an enemy. If his aggression is high, he will immediately start shooting, if it is set to low, he will run away. The bottom of the screen contains your councilor and the newspaper, which holds information about gangsters and specialists for hire (which seems a bit silly, but never mind), latest gossip around town and FBI most-wanted charts. The rest of the gangster commands like guard, patrol, flee, tail, and so on are also situated here.
This is about everything you will use in game. This doesn't mean the game is simple, though. Bane finances his vendetta by dealing in various things, primarily racketeering stores and hotels. When you shift-click a site, you will get complete insight in its business and profit perspectives.
Practically each site will give you an hourly profit and the more sites you have, the more money you'll get. Perfect opportunities for making money are sites where you can run an illegal business under a legitimate company; for instance, you take up a hotel, which deals legally and has its own manager, and build a distillery in its basement. You can also control many other structures like a gambling den, brewery, or speakeasy in order to provide sufficient cash for your campaign. You start each mission in your office where you have all the stats about all people who work for your family, hired geeks and 'specialists', incomes and expenses, the territory you cover and the latest gossip. This is where you determine the placement of all your gangsters and specialists. The illegal business I just mentioned cannot run without a specialist that would take care of it.
Speakeasy will require a barman, Brewery requires a distiller, etc. The specialists usually have poor combat characteristics, so it would be wise to protect each site that makes a lot of money by hiring extra guards. Guards provide ideal protection for sites on border territories. If not more, they can hold off the attackers while your crack-squad arrives. Just imagine the following situation: it is raining late at night, and the few streetlights that are working cast a dim light on the surroundings.
A car approaches the nearby casino and suddenly stops. Several Tommy guns appear on the side of the car and the guards in front of the casino collapse. The team from the car swiftly runs into the casino to finish the job off, and seconds later disappear into thin air. Sounds like a scene from a movie?
Nope, it is just one of many actions you will have a chance to perform in Gangsters 2. Drive-by actions like these are one of the most typical methods to conquer a site. Mission goals are usually along the lines of taking a certain number of sites or assassinating someone. The assassination targets are hard to find, and once you do find them, they are usually tough cookies to break. You should never forget that you are facing far more experienced and frequently better-equipped mobsters than yourself. The boys in blue are also omnipresent.
Still, it will be enough to bribe the local sergeant and you won't need a single guard on that territory, as the police will protect you. Another thing about the police that irritated me initially was the fact that a cop appears whenever a fight breaks up, and they practically always start shooting at your boys first. On the other hand, if you tell your boys to retreat towards the police and the cops see them being chased by a gang with shotguns, they will immediately switch to your side. Cops will always tend to shoot at mobsters with high notoriety level or the ones wanted by FBI. Very well conceived and fun to play.
Sound and graphic design - both of these are as good as they could get for a game like this. The soundtrack is dark and moody, and provides a great atmosphere. The useful thing about sound is that you will hear noise typical for a site when scrolling over it, making sites easier to find. The graphic design is clean and precise in spite of the tiny characters. The game uses an isometric third-person view and only supports 800x600 resolution.
Ingame map has several levels. When you scroll through it, the higher levels will disappear so that you could see what is going on inside buildings and control your men. The visual engine supports day and night changes and weather effects. Gangsters 2 is a highly addictive game with good design and interesting gameplay. The unusual concept and the unraveling plot will keep you glued to the screen. The game is well balanced and keeps getting more complex as you progress deeper into the underground.
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By following: Vendetta's line of reasoning, you'll eventually have to 'off' God, as he (or she) created Adam, who begat Cain.all the way on down the Genesis line.who created 'Hammer' Constantine, who ordered 'Stoneface' Langham to order 'Bullseye' Coley to kill your father. That is, mission after mission you discover that the mobster you formerly thought responsible for your father's demise was but a mere cinder block in Gangsters 2's unholy pyramid of death. For real, bona fide vengeance, you have to keep with the killing until you make it to the top.
That's a lot of contrived motivation to maintain, especially for a character as one-dimensional as Joey Bane. As Joey Bane, you'll have the opportunity to hire a number of gangster henchmen (and their henchmen as well) to further your cause, some of which add more to your organization than just muscle. Gangsters can come equipped with specialties, such as bombing or kidnapping, and, in weirdly out-of-place role-playing fashion, you can add skill levels to their main traits (such as shooting and stealth)- assuming they survive the mission in which they're active.
T For Teen
You can also hire specialists. These people run your illegal businesses - which you can establish covertly in some of the legitimate operations running in your territory. For instance, if you hire a gambling manager and position him in an underground casino, you can rake in much more loot than if you were to rely on the earnings of your convenience store (which the casino doubles as during the daytime) alone.
Successfully completing each successive mission requires that you accomplish one or more objectives, which the narrator and your personal advisor inform you of throughout the game. Objectives include such mundane assignments as taking over rival businesses, stealing kidnap victims, and, of course, eliminating enemy mobsters. To help you on your way, you can bribe the local police force, buy weapons and cars (for drive-bys), and even occasionally hire hit men to do your work for you. Also, your personal advisor pops up every now and again to let you know when one of your businesses is being attacked or when a specialist has come available for activating one of your illegal operations. Gangsters 2 sports a sharp, simplified interface (compared to the original Gangsters), a full 24-hour-day time cycle (unruly behavior is more likely to occur and go unchecked by police at night), and a '20s/Prohibition-era Chicagoesque setting. Developer gave the game a more focused feel than its predecessor, but despite the work that apparently went into it, Gangsters 2 still embodies much of the original's vapid gameplay. For starters, it seems Hothouse went the cheap route by having the narrator and all of the gangsters voiced by the same actor.
The actor delivers his weasely gangster-speak slowly and laboriously. The story is incredibly linear, and the action is guided by the narrator to such a degree that after each mission's introductory sequence, you practically already know how the entire mission will play out. The missions are tedious for their monotony to begin with; knowing exactly what you have to do only serves to kill all opportunity for excitement and surprise. Almost invariably, each mission will require you to set up a number of illegal businesses in order to earn enough money to support your muscle (who'll abandon you if you run out of money). After you have enough muscle, you'll have to use them to penetrate the enemy territory, usually claiming some of the enemy's businesses along the way, and then do a couple of drive-bys on the enemy bosses. This work plays out relatively similarly in each mission. In fact, save for the size of the territory, many of the missions are indistinguishable from each other.
The colorful live-action map screens (quickly accessible via your mouse's scroll wheel) are excellently designed for carrying out your missions, but the game's main screen is crowded with way too many similar-looking brick buildings. Based on appearance alone, it's often hard to tell which building you have targeted for a takeover, and in which building your hideaway is located.
Because of that, you'll probably be spending too much time on the map screens and not enough time taking in the action on the main screen. Which will disappoint you, because aside from the crowd of buildings onscreen, the bustling main screen is fun to watch. Trolleys and vehicles roam by, bystanders make their way to and fro, and chalk outlines along the streets and sidewalks mark the places where the game's many, many murder victims lost their lives. The designers made some smart moves with the interface and control. You can pause the game anytime by hitting the spacebar, and attacking enemies is as simple as clicking on them.
However, some real boners crept into the design as well. For example, on the map screens, you can hold your cursor over a dot - which represents a person on the main screen-to find out who that person is and to select that person for attack (if he or she is a bad guy). Unfortunately, this same simplicity wasn't carried over to the main screen. You can still specify attacks from the main screen, but there's no pop-up help to tell you the name of the person you're attacking.
Also, in many of the missions, enemy cars are represented in yellow on the map screens, but so are those of non-enemies, so you often have to pause the game to stop the action long enough for you to hover your cursor over a car to find out if it's one you want to track the movement of. Speaking of design blunders, the game's biggest shortcoming is in enemy AI. If you set up guards around any of your buildings and enemy gangsters have set their sights on one of those buildings, they won't give up their attack until they're fully dead. Oh, they'll turn a corner to get away from your guards' gunfire, but then they'll turn around and come right back, even though at this point they're highly outnumbered.
Gangsters 2 Vendetta Download
The characters in the game all lack any semblance of personality. They all have unique 'gangster' names, such as 'Lightning' and 'Tux,' but you never see them interact in cutscenes, and none of your hired gangsters ever make their way into the narrator's story line. This utter lack ends up sucking the life out of Gangsters 2. Specialists have the same problem: they're unique in terms of name and ability, but they never interact with you or any of the other characters. Overall, the game has a sort of generalized, sketchy feel to it.
Sure, you can buy rifles, Tommy guns, explosives, and three different kinds of cars, and you can run a distillery, a brewery, a speakeasy, and a craps game, but everything feels narrowed down to the point of oversimplicity. Better guns make for quicker killing, and riskier businesses make for better income, but everything in the game suffers from a degree of separation. You never get to see buildings from the inside, your gangsters never express a preference for one weapon or automobile over another, and your businesses lack accompanying sound effects to enhance the illusion or to differentiate them from each other. As with the original, the concept behind Gangsters 2 is great, but the execution suffers tremendously.
Graphics and sound shortcomings could easily be attended to, but the gameplay needs a lot of work. It's not so much that you don't have different options for choosing what to do in each mission, it's just that once you've chosen your route of action, there's little variety to what you see taking place onscreen. Your gangsters run or drive around each city, shooting at and trading building ownership with the enemy gangsters for the duration of each mission.
That's pretty much it. The story feels tacked on, the characters are weak, weak, weak, and the little attentions to detail-such as the gangsters flying through the air when shot and photographers coming by to snap photos of the chalk-outline-littered sidewalks-are misplaced.
Hothouse Creations would have done better to give the game a more authentic feel and to differentiate the units and structures from each other. We still think they're on to something, though, with this whole gangsters thing, so we'll hold out for the next iteration and hope that the third time around will be the charm. Gil Alexander Shif. 8 Presentation The artwork and interface are minimalistically excellent. A tutorial that starts strong but ends abruptly and a tiny help screen diminish the presentation, however. 7 Graphics Drive-bys, rainfall, watching day transition into night are all spectacular to behold, but the cities all look the same, and there's very little to interact with other than your gangsters. 5 Sound The bland soundtrack does little to evoke the era.
Weapon sounds and screams of agony are fun to listen to the first few times around, but they're awfully repetitive. Voice acting is blah. 5.5 Gameplay Each mission's sequence of action is too repetitive.
Micromanagement has been minimized in favor of combat, but combat is simplistic to the point of anti-strategy. 4 Lasting Appeal Multiplayer lacks a player-matchup service, and the game has no construction kit or random game mode to speak of, so once you've gotten through the campaign, there'll be no going back for you.