Family is power, brother! Review of the domestic stealth action game Intravenous 2

Intravenous 2 is a surprisingly well-thought-out game from domestic developers. Here, professional mercenaries find themselves dragged into big politics, and to survive, they will have to push their skills to the limit. The player, on the other hand, will have to choose a playthrough style — completely stealthy or combat-oriented.

The price of failure

A guy named Sean has big problems. He needs money for his father's medical treatment, and he needs it here and now. None of the legal methods would help in this situation, and he had to become a hitman. But even in such a situation, there is room for moral principles – Sean gave his word that he would only kill those who poison the lives of others by their very existence. 

One of the contracts turned into a test for Sean's moral code. He was tasked with eliminating a politician who engaged in child trafficking – the perfect job for a principled guy. However, meeting the target turned out to be strange. The politician spoke far too convincingly about having no idea about the trafficking. And the target's wife and child nearby sowed doubt in his heart. Sean could not complete the assignment.

Punishment for the failure was not long in coming. The dissatisfied client kidnapped Sean's father and blackmailed him into taking out rivals. The stubborn mercenary's situation would have been dire if not for meeting Steve – a butcher who ended the existence of numerous criminal gangs. Together, the mercenaries formed a surprisingly harmonious union capable of saving Sean's father and dealing with the scoundrels behind the kidnapping.

Search and destroy

Together, Sean and Steve have to complete many missions. In each of them, they need to gather resources, make their way through an army of bodyguards, and decide the target's fate. Each of the mercenaries is unique, which makes roleplaying a specific playstyle easier:

  1. Sean: A disguise specialist. Enemies have a harder time detecting him, which makes infiltration easier;
  2. Steve: A massive brute who shoots well. Naturally, playing as him makes it easier to just shoot everyone around. 

If Sean decides to spare his target, it opens an additional mission for Steve. The final decision and the method of playthrough always remain up to the player.

Quietly

Missions can be completed without the mercenary being noticed by anyone. The main thing is to make sure that noise and visibility levels do not rise high. Keep in mind that enemies pay attention to switched-off lights, open doors, lying bodies, and even weapons on the ground. 

Stealthy progression and distraction are aided by the ability to move through vents; turn off lights; tamper with the fuse box; throw cans and bottles; set up a noise-generating gadget.

If you don't feel like straining, there is a special button to call an enemy over. A unique feature of the game is that you can yell into the microphone — yes, your physical microphone — and that will make even more noise. 

Sound propagates quite realistically, but sometimes issues arise. For example, in one spot I wanted to force a guard to open the door and come out. The tricks described above, running in front of the door, and asking into the microphone “bro, come out for a second” did not help. But reloading a silenced rifle immediately lured the bastard in for a dose of rifle butt to the face. 

Relatively silent ways to dispose of enemies include gentle choking, a blow to the crown of the head, a taser, and tranquilizer darts. If security cameras get in the way, you can peacefully clear the guard room using gas. 

Raising the alarm brings a heap of trouble. I managed to silently put two guards to sleep, but one of the bastards, through a hive mind, raised the alarm. And until the end of the mission, the guards ran like scalded cats all over the location. In this state, you won't catch them one by one – they always move in pairs. And sometimes in an entire squad.

Missions with civilians deserve special mention. Civilians run around apartments, look out windows, and report suspicious activities. What is that even about? The game takes place in America — an armed guy out for a jog is much more organic than a paranoid person patrolling their own house!

Loudly

The simplest and most effective way to solve problems. A decent arsenal of firearms lets you deal with trouble quickly. In combat, explosives, a flare gun, and motion-activated mines will come in handy (it's very nice that enemies don't use them). And the earned money allows you to upgrade guns to your own liking. 

Enemies die quickly, but they kill an inattentive mercenary just as swiftly. They behave smartly: peek around corners; move in groups; take advantageous positions; flank and look for alternate routes; don't run directly into bullets. But it's still easy to lure them into a “bottleneck” and shoot them down. 

If you find a gun that is missing from your arsenal, returning to base with it will allow you to use it in the future. However, if ammo remains in a fully upgraded weapon, you have to remember its location – to return and pick it up later. 

Strange design choices

Some elements of the game are either annoying or lead to another quickload. Need to quickly hide a body before a patrol appears? Good luck, because picking up a body and picking up a weapon are bound to the same button. And in a hurry, you don't always pick the right action!

Such necessary items as medkits or valuables barely stand out. If you don't pay close attention to the environment, they are easy to miss. Besides, the need for money disappears rather quickly. And you don't feel like searching for such rarities as weapon blueprints at all – considering the size of the locations and the difficulties associated with searching.

The game forces you to learn basic mechanics after the first missions – once you've already grasped them yourself. Steve simply won't let you go without completing an obstacle course. From a story perspective, it makes sense, but in terms of gameplay – it's terribly annoying. 

One of the tips teaches that cameras do not notice a crawling mercenary. They do notice! Even if you don't move while lying prone! On the other hand, cameras can be temporarily disabled with an EMP gun, and no one will raise an alarm. 

Attention to detail

The developers' thoughtfulness can only be praised: 

  • In the game, you can both destroy wooden doors and shoot enemies through windows; 
  • During a reload, the entire magazine is replaced, which forces you to keep track of your ammo; 
  • Fire spreads across many surfaces, and enemies do NOT step into it. If you start a fire in an office, the sprinkler system will turn on;
  • It's better not to turn on the night vision device in lit rooms – it will only hurt your eyes

And you discover more and more such details as you progress! 

Diagnosis

Intravenous 2 captivates with its diversity. It can be completed in ways convenient for everyone — there is a whole arsenal of techniques for fans of both stealth and good old shooting. And smart opponents will test the skills of even experienced players. 

The game has plenty of both annoying and strange moments. However, a huge number of pros more than make up for the cons. 

Pro:

  • Solid plot
  • Huge variety of mechanics
  • Thoughtfulness of many elements
  • Reasonably smart enemies
  • You can use a microphone to attract enemies 

Contra:

  • Some elements are strange or annoying
  • Too much profanity

***

All images belong to Explosive Squat Games and HypeTrain Digital. The preview image is taken from the SteamDB website