25 people found this review helpful
Recommended
0.0 hrs last two weeks / 7.7 hrs on record
Posted: Apr 17, 2020 @ 5:13am
Updated: Apr 17, 2020 @ 8:44am
Product received for free

Introduction
Seven years have passed since the release of the initial Receiver. Calling it a sleeper hit for independent game development still seems like an understatement considering its developer & publisher’s efforts in creating video games which don’t fit into any particular mold. Is it a simulator, a parody, a proof of concept perhaps? You may be familiar with Overgrowth or Lugaru HD, two titles which “did justice” to unconventional martial arts just like the Receiver series is hellbent on simulating gun safety protocols in a creative manner. Either way, you won’t get bored no matter how much time you may sink into a Wolfire Games project.

Story
There is self-irony to be found within a title that doesn’t play by the rules which a “gun nut” may expect, being mislead by overconfidence and previously gained FPS experience over any number of years. A quick glance at the game’s official screenshots and you think you got it covered, right, sport? Just aim, shoot and proceed to the next level? You’ll die a lot in-game, better get used to it and learn from those unavoidable mistakes until you understand the complexity of firearm operation without the arcade elements which most shooters offer to their players. There is nothing simplistic in regards to the type of gameplay which can be summarized roughly as “100 ways to die” during a single level section.

https://steamcommunity.com/sharedfiles/filedetails/?id=2062408944

Story time! Well, as much as I can go into its abstract details without revealing any spoilers. Involuntarily or not, you’ve just become a Receiver. That’s a clever word play on definitions, which may include both relaying or converting information and the frame of a handgun. A dystopian scenario is being sketched in the distant background and you’ll be piecing it all together through archaic means of data storage. Tapes and floppy disks, no less! The mass media has become The Threat. Whether this is a reference to the concept of “fake news” or not, it remains to be seen. What is important for you to understand is that a resistance movement has been actively recruiting Receivers such as yourself. The training you receive is part of the Mindkill protocols and the gear you shall use is refered to as Mindtech.

Graphics
Almost standard fare for the Unity Engine in 2020, yet it all boils down to how a dev team puts those assets to good use. Wolfire delivered an updated look more than an overhaul of their first Receiver. Veterans of that digital punishment shall recognize at least the locations which now are skillfully rendered with the help of reflections, lighting and various effects that were obviously not present in the 2013 predecessor. Even if you’d choose to play at the lowest details possible, you won’t get the low-poly shapes of Receiver 1. Which you shouldn’t want to anyway, since this sequel expands upon that experience while also being a good introduction. It ran smoothly for me in 2K resolution with maxed out details, no crashes or glitches. The option to hide the HUD from the in-game settings is something I expect at least in a future update for Receiver 2. Fans of both clean screenshots and immersion shall obviously want to dispense with any elements of User Interface. Please make it happen for all of us, Wolfire. Console commands won't cut it.

https://steamcommunity.com/sharedfiles/filedetails/?id=2062409009

Audio
The OST features 15 songs. There is voice acting on those cassette tapes, of course. As silent as our nameless protagonist present itself, at least the collectibles which are so crucial to mission success, feature the plot points that also advance our mysterious storyline. They actually went the extra mile in terms of providing intel on the firearms themselves. Take the rivalry between iconic gun manufacturers Colt and their direct competitors, Smith & Wesson. A conflict which refined the revolver into a perfect design, nearly two centuries since its inception. Trivia for me, is that proverbial cherry on top of the cake. It’s not essential to the overall package, but it adds that certain something which just makes it more appetizing in the end. The sound assets can be “ear candy” as they ease up the inherent tension of the gameplay.

Gameplay
You can feel it building up inside you. Will the next corner be your last? There is always a choice in either storming the next room as you scramble for cover or take the slower approach which may leave you exposed to hidden threats that will always spot you sooner than you can take aim. SWAT procedures, only that you have no one friendly watching your back. Closely examining your surroundings only works partially since the levels feature randomly generated sections, foes and collectible locations. An uphill fight in the urban jungle which has a common set of elements. You’re alone, you have a gun, a few bullets and your determination to make it through the night in one piece, as you’re seeking out these tapes. Why are they so important? They will either help you regain your memories or push you beyond the point of insanity.

Quite literally, some of the cassette tapes are traps set up by the Threat. Listening to them will cause you to point the gun at yourself and pull the trigger. Take my advice and never pick up a tape before you eject the magazine from a semi-automatic pistol or empty the cylinder of your revolver. Oh, and don’t forget that you can shoot and kill yourself when holstering a gun as well. It's called “safety switch” for a reason, you know. Going through a shattered window can kill you, bullet ricochet will do the same, as well as that flimsy cover you thought would shield you from AI-driven turrets and drones. They can see in the dark, you can’t and you must rely more often than not, on a flashlight. The enemy will spot you far easier then. Take a look in any mirror and you'll notice that you're a literal target. ;)

https://steamcommunity.com/sharedfiles/filedetails/?id=2062408874

My point being, luck and skill will save the day here. The inherent difficulty of Receiver 2 also stems from the way it handles savegames. You can’t manually save your progress and the autosave has been quite cruel so far as demoting you to a previous rank (there’s five of them in total) upon demise. And as I said, you’ll be dying a lot. That doesn’t exactly click with ease of progression, now does it? You only gain access to semi-automatics from Rank 2, so you’ll be stuck with revolvers for a good while. Less accurate but also unlikely to accidently shoot you in the foot or gut. Just let the Threat take shots at you while you return fire.

Verdict
Make sure that you read the bits of trivia and narrative elements found in the Pause Menu, next to your Stats and the Help screen. Receiver 2 learned from its precursor’s mistakes in eschewing information and just relying on player instincts. In theory, you can even complete the levels as you discover those tapes without firing a single shot if you like. Some enemies can be hacked if you get close enough and others can be bypassed as you avoid their line of sight. I enjoyed this sequel and consider it more than decently priced for the experience it offers to gun enthusiasts especially.

Strong Points
+ Replay value.
+ Randomly generated assets.
+ Pleasant graphics and sounds.
+ Realistic licensed firearm simulation.

Weak Points
- Unforgiving save system akin to permadeath.
- No Steam Achievements or Trading Cards.
- Steep learning curve.

Rating 85/100

This review was submitted for Imperial Reviews through the generous contribution of the game’s developer and the Curator Connect program. Following my Curator Page, will help me keep publishing new reviews as soon as I can. I appreciate your support!
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