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Bedlam 2: Absolute Bedlam

From the Database of Home of the Underdogs

GAME DESIGNER:

GAME DEVELOPER:Mirage

GAME PUBLISHER:GT Interactive

Copyright 1997, Mirage

Bedlam 2: Absolute Bedlam is a better sequel to Bedlam, a decent isometric shooter in the same style as Crusader: No Remorse.

Bedlam looks similar to Domark’s Total Mayhem at first glance. However, the units’ AI in Bedlam 2 is much smarter here – you won’t often see robots stuck on the way to destinations, for example. Instead of the Rambo-style gameplay of Crusader games, you control a squad of robots in Bedlam 2, although you can only control one at a time. Each mission has one primary and several secondary objectives. Achieving mission objectives earn you much-needed cash, which you can spend to arm your robots with up to 7 weapons. The controls are intuitive: left click to move, and right click to fire. During each mission, you can pick up power-ups that contain either ammo, cash, or game points (although the score meants next to nothing in this game).

Also similar to Crusader, there are some puzzle elements built into the game. For instance, you need to destroy power generators to open electric fences, step on the correct pressure plates to raise or lower elevators, and use teleport pads to go to new areas. Each level is a maze-like warren of tunnels, ramps and buildings, although the level design is more annoying than interesting, and are far from the devious layout of Crusader maps. On the downside, the game can’t measure up to Crusader in most respects. It has far too many niggling faults, such as the fact that most maps are too big and confusing. This is more aggravating because you can’t save during the mission. It also has a number of annoying bugs – I lost my saved games once in a while, and there are some weird pixellated problems with certain explosions. When all is said and done, Bedlam 2 is still a competent game – it just lacks the final polish to catapult it into the ranks of Top Dogs.



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