First look at The Conduit 2

The original Conduit’s major problem was that it was just so uninspired: drab shooting in drab, corridor-like environments with drab alien enemies that seemed like they’d wandered off the set of some drab Sci-Fi Channel TV movie. Your enemies were called the Drudge, for heaven’s sake.

Well, it seems that devs High Voltage listened to the voluminous complaints about the original and have made it their mission to try to correct all of them. For the follow-up they’ve been paying more attention to the art side of things – while its predecessor was more of an effort to perfect the technology, The Conduit 2 sees High Voltage focused on actually using that technology to make an interesting game. This means more varied and fewer corridor-like environments; this means new enemy types such as a massive mecha-snake, a robot canine and, er, a grunt wearing an orange jumpsuit instead of a grey one.

The new, more open environments – including a jungle, wintry Siberia and, for some reason, the lost city of Atlantis – will apparently contain multiple paths, and even the welcome ability to choose which stage to tackle first in certain instances. If true, this would mean one of our biggest bugbears with the original game has been crushed with one fell swoop. It would also mean that The Conduit 2 is, potentially, setting foot in Metroid Prime territory, a feeling enhanced by the new functions of the All-Seeing Eye, which now has the power to scan the environment and download facts. There will presumably be far less platforming and many more headshots than in Retro Studios’ epic trilogy, but it’s an exciting thought nonetheless.

The sequel once again revolves around FBI agent – and Sunglasses Wearer of the Year 2009 – Michael Ford, with the plot kicking off immediately after the original game’s conclusion. If you didn’t finish it, or you’re currently playing through and wish to remain pure and spoiler-free, you might not want to read the following sentence – put your fingers in your eyes… now. The first game ended with Ford leaping through a portal after Trust leader (and secret alien) John Adams; the sequel begins as the portal deposits him on an oil rig. Pretty soon, Ford finds himself under attack from a giant serpent, necessitating the canny, MacGyver-like use of a mounted turret and a harpoon.


  • noofer7 - May 28, 2010 1:34 a.m.

    The original was decent, but it was too linear, rather drab, the ghost mines were incredibly annoying and cheap, the online was filled with hackers, and there was no splitscreen which was a big disappointment for me considering I got it at a birthday party and we were all hoping for some awesome FPS multiplayer. Also, it was very short and the plot was extremely "meh." This sequel looks like it will fix most if not all of these issues. I am stoked.
  • coffeewithgames - May 25, 2010 2:16 a.m.

    "The original Conduit’s major problem was that it was just so uninspired: drab shooting in drab, corridor-like environments with drab alien enemies that seemed like they’d wandered off the set of some drab Sci-Fi Channel TV movie." I definitely don't think this person played the original very much. Sure, the single-player campaign didn't have great level designs, but that was not the game's "major problem". The Conduit's major problem was its online play. It was plagued with bugs/glitches/hackers. The spawn bug broke the game for me, and is the main reason I traded it off. I enjoyed the single-player campaign, but the levels were "linear" and could have been a little more "open", but it was still pretty fun.
  • crumbdunky - May 25, 2010 12:48 a.m.

    The best thing about the Conduit was the adjustments you could make to the controls(even if most people with half a clue just made it about as sensitive as possible and left it at that!)but, that apart, it was a VERY, VERY long way from the quality of MP3. As for the core shooting:not even as good as WaW Wii edition in my book and not even the couple of decent online modes really helped it because the hit the gfx took online was so big I sometimes thought I WAS playing G'eye! In short I was very disappointed with the game and those screens do NOT inspire much hope from this jaded former believer. Even so, it's harsh to call the game a failure when HVS's hearts were always in the right place but it's just, this time, they're going to actually have to make a decent shooter to earn my purchase. They'll also have stiffer competition(even if not on the Wii) with Zipper making Socom4 motion controlled on the PS3/Move alongside trad controls. If the Sony side make it seem a lot better on their platform I wonder how much of a market will be left for a core shooter on the Wii by the time this rolls out? Actually got bigger hopes for their Wii L4D rip off The Grinder(though the PSN/Live top down BS is still born right now)than Conduit 2 right now. Did no one else think The Conduit was also the easiest shooter they ever played in their entire lives? I know it must have taken over two hours but looking back it doesn't feel like it!
  • jianmei24 - May 25, 2010 12:16 a.m.

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  • Caio - May 25, 2010 12:08 a.m.

    Great, sounds like they're developing on the first one's good ideas and fixing the bits where they screwed up. The Conduit was an alright FPS, with a few brilliant weapons (the Shrieker! The Deatomizer MK.4! That one Drudge gun whose bullets bounce off walls!), an interesting story and a lovely customizable control set. Sure it had its fair share of problems, like the bland art design and the fact that the story is mostly hidden and requires off-game searching, but I'm really looking forward to the sequel. CAPTCHA: four crappies. Seriously.
  • Kenzo - May 24, 2010 11:30 p.m.

    I didn't really think the first game was a failure, although given the choice I'd take Prime 3 anyday. As the article stated, the first was simply not creative enough, they talked all about having the best graphics on the wii, but in the end, they didn't do anything with them. this definitely sounds like an improvement though. And with such interesting weapon choices available, maybe I won't be so reliant on the shotgun this time. it's too bad, but there's virtually no chance they will leave the weapon fusion glitch untouched. a glitch so powerful it allowed the user to create fully automatic rocket launchers. it will be missed.
  • Cyberninja - May 24, 2010 11:16 p.m.

    pizzaking it wasnt a failure the game was good the audiance isnt on the wii but i still like the wii alot.
  • PIZZAKING92 - May 24, 2010 10:08 p.m.

    the first was a failure. I tried to get shooter fans to buy the game, however few people bought it. In large part due to the fact that the wii lacks an achievements system and next to no one plays wii online.

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