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Review of Destroy All Humans! 2 on PlayStation 2

by Tanya Krane Tanya Krane photo Oct 2006
Cover image of Destroy All Humans! 2 on PS2
Gamefings Score: 7.4/10
Platform: PS2 PS2 logo
Released: 17 Oct 2006
Genre: Action-Adventure
Developer: Pandemic Studios
Publisher: THQ

Introduction

Destroy All Humans! 2 arrives like a flying saucer at a vintage drive-in: loud, garish, and unapologetically of its era. Set in 1969 and picking up the madcap baton from the first game, its central conceit-Crypto is back, but he's a clone with more "package" than his predecessor-immediately tells you this isn't going to be subtle. What the sequel lacks in emotional nuance it makes up for in glorious, retro-futuristic satire. That said, beneath the zapping, abductions, and neon-psychedelia there's a surprisingly tidy set of character sketches and arcs that give the goofy plot a pulse. This review digs into those arcs: the swaggering identity of Crypto-138, the burnt-out but brilliant Orthopox 13 (Pox), the tragic-heroine spark of Natalya, the double-dealing aristocratic charm of Ponsonby-Smythe, and the slow, insidious reveal of the Blisk influence embodied in Premier Milenkov. It's a campy, violent space opera with a heart of transistorized gold and a sense of humor that often lands.

Gameplay

Gameplay in Destroy All Humans! 2 doubles as character mechanics: the systems aren't just toys, they're narrative props that help you wear Crypto's personality. Body-snatching, for instance, isn't just a stealth gimmick - it's how Crypto blurs identity, impersonates power (he even takes the U.S. President's role in the backstory), and seduces plotlines. You literally put on someone else's face to manipulate events, and that supports the game's running themes of replacement and impersonation (Crypto-138 replacing Crypto-137; clones all over the shop). The HoloPox unit-Orthopox 13's uploaded consciousness-serves both as a gameplay guide and a mournful echo of the old guard: Pox is your advisor, your comic relief, and the emotional tether to the vanished mothership. Level design ties into the story arc progression: you romp through Bay City (a goofy San Francisco), Albion (London skewed through Bond-film satire), Takoshima (a neon-splashed Tokyo-ish isle), Tunguska (Siberia with apocalyptic undertones), and finally Solaris on the Moon. Each locale introduces enemies, gadgets, and story beats that push Crypto's motivations: revenge for the mothership, curiosity about the Blisk, and an increasingly sticky attraction to Natalya. New abilities like Free Love (a psychedelic crowd-control move) and Mind Flash (a temporary global stun) aren't just flashy toys-they cement Crypto's role as a prankish cultural saboteur. Weapons unlock through collectible data cores from the destroyed mothership, which has a neat narrative resonance: you're scavenging your past to power your future. The new weapon roster expands the game's personality: the Dislocator slings enemies into nonsense space like a sadist in a tuxedo, Meteor Strike turns you into a cosmic arsonist, Gastro is a kamikaze hologram that reflects the series' absurdist tone, the Burrow Beast is delightfully gross and thematic (space worms ate my neighbors), and the Anti-Gravity Field is an elegant little physics-fiasco. The saucer evolves too-calling it to eliminate backtracking or cloaking for sneaky strikes ties into Crypto's increasing command of his tools. Arkvoodle challenges unlock landing points, giving the game a mythic, in-world reason for side objectives. Co-op lets you buddy up and share the madness, which is a nice touch if you want a friend to witness Crypto's awkward flirtation with Earth customs. On the narrative front, the game stages betrayals and revelations as interactive set pieces. Ponsonby-Smythe's betrayal is both a gameplay twist and a thematic commentary on mistrust between species (and agencies). Natalya's arc-rogue KGB, reluctant ally, doomed romantic interest-drives Crypto from vengeful trickster to someone capable of attachment, however mismatched their species. Milenkov's reveal as a Blisk-controlled puppet and then an armored Blisk boss provides a tidy escalation: the enemy is not just political ideology but an alien parasitic lineage that connects back to the Tunguska event. Pox's delight at cloning Natalya and the final exchange where Crypto makes "a few adjustments" before the screen cuts are an appropriately cheeky capper; it keeps the tonal balance between heartfelt and smirking.

Graphics

Graphically, the PS2 hardware limits are obvious, but Pandemic leans into style over photorealism. The game dresses its worlds in bold, 60s-tinged palettes-psychedelic purples, mustard yellows, and smoky chrome-that sell the era more than fine detail ever could. Character models are serviceable; facial expressions are more caricature than nuance, which works for a title that wears satire as armor. Environments are sprawling and open enough to feel like playgrounds for mayhem, though textures and pop-in occasionally remind you this is last-gen hardware. Cutscenes and voice-acted bits (reviewers of the time singled out performers, notably Anthony Head) carry most of the emotional freight, and they do a lot to make the personalities readable even when the polygons are not. Overall, the visuals don't wow on a technical level but do an excellent job of selling tone.

Conclusion

Destroy All Humans! 2 is not trying to be Shakespeare with lasers. Its strength is in committed satire, eccentric set pieces, and characters who move through a bubbling stew of parody and genuine feeling. Crypto-138's arc-from cloned usurper with something to prove to a creature capable of connection (and bad romance) with Natalya-is unexpectedly satisfying for a game built to let you roast towns with meteorites. Orthopox 13 functions as an electronic conscience and comic chorus; Ponsonby-Smythe is a delightfully slimy mid-game pivot; Natalya supplies stakes and vulnerability; Milenkov delivers a cold, escalating reveal that ties the political and extraterrestrial threads together. Mechanically, the additions-body-snatching refinement, the Gene Blender, new saucer and weapon toys, Arkvoodle challenges, and local co-op-polish the original's blueprint into something wider, sillier, and more confident. AI quirks and PS2-era rough edges keep it from classical greatness, but the writing, worldbuilding, and character beats more than compensate for those stumbles. Critics were mostly on board (Metacritic around 74/100) and sales were healthy; the game even spawned a remake decades later. If you're after a game that's smart enough to lampoon Cold War paranoia and still dumb enough to lob space worms at crowds for laughs, Crypto's waiting. Bring a saucer, a sense of humor, and maybe a tolerance for terrible puns about "the Package."

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