By Aileene-Bjork Novascotia, Staff writer
When I played the first episode of “Fallen Aces” titled “Heart of Glass” back in 2024, I was greeted to one of the freshest experiences I’ve played in a while. All the pieces fit perfectly: the noir, the comic-like appearance, the depth of combat and exploration, and the replay value. More notable was how these qualities belonged to an early access game with only five levels so far, hence why I scored it a 9/10.
Developers Trey Powell and Jason Bond have returned with episode two, “Shadow of Death,” and it’s such a good time, I want to play it again after I’m done writing this review.
Episode two starts during a high-speed pursuit after private investigator Mike Thane and former A.C.E.S. member Nightwave escaped the Moth and Flame nightclub with Delia Price. The villainous Glassjaw ends up arrested, and Mike resumes his case to look for Alexia Price, only to have more questions to ask. Why did the A.C.E.S. disband? Who’s killing them, and why? Time to find out.
The violent world that “Fallen Aces” drew for us hasn’t lost its luster. Episode two’s five new levels are interestingly detailed and distinctive in their themes, like a backwoods area or the spooky night of Halloween. These maps feel more open compared to episode one’s already-large map sizes.
Gameplay-wise, there’s still better ways to skin a cat in “Fallen Aces.” You don’t always have to use the front door–there’s always a backdoor somewhere. Similarly, Mike will get his hands dirty if a few schnooks start acting the fool, but he isn’t required to.
The level of immersion in “Fallen Aces” hasn’t decreased from the first episode, either, complete with more interesting feats.
Once, I had to snatch a key from a bear cave and scurry away, but I was curious enough to stick around, and sure enough: a bear actually showed up (which I proceeded to fight). Another time, I had to release someone from a jail cell, but I freed the other prisoners first, causing a riot in the jailhouse.
Continuing the immersion is how episode two packs more secondary objectives. They’re completely optional, but will reward you with lore or money.
For example, chapter one begins with Mike getting mugged. Before entering West Hill, Nightwave leads Mike to a hobo jungle to help him find his mugger. However, the primary objective is finding an ex-A.C.E.S. member in a nearby hotel. Therefore, you could easily just sprint past Nightwave and go straight for the hotel if you’re not too attached to your wallet, and he’ll respond accordingly with, “Eager to get started on your own, huh?”
Episode two also injects some new flavor into its familiar gameplay.
A majority of the levels puts you in town-ish environments where police are rampant. Thus, you have to abide by the law and not cause havoc. Otherwise, you’ll be hunted by the police for a short period of time. Although, sometimes I wondered what I did to get the cops on my back. I remember walking up to a food stand to buy a hot dog, and suddenly, I was wanted by the police. Sheesh, officer, what’s the problem?
Speaking of enemies, there are new thug types. Goons with a passion for strangling and short men with cleavers were rapscallions to deal with, but I was always running for dear life when a big palooka with a sledgehammer strolled my way. These enemies were challenging to pacify given their toughness, but it works since the original thugs weren’t too terribly hard to take down.
Sometimes, you’ll get to drive Nightwave’s old car, Meredith. His vehicle is a welcome addition, even if it was a little slippery to drive. I was able to ignore that, though, since it was highly satisfying to violently splatter thugs and shoot at them through the windows like a mobster in a noir flick.
What’s a P.I. without a partner? Episode two frequently allows you to have a companion–usually Delia or Nightwave–which are helpful for the most part in protecting you. However, sometimes they become loose cannons and gun people down rather than pacify them.
And, of course, what’s a P.I. without an office? The hideout serves as a hub, but it’s pretty bare. The most you can do is chat with main characters and buy a few upgrades like more inventory slots or a flashlight. Therefore, there’s little reason to visit it.
Sure, most of these new additions might have their downsides, but it helps to push “Fallen Aces” to a more complete state. However, I did encounter some issues with the enemy A.I. every now and then, and I did find some blocks that the developers forgot to put a texture on. Although, no matter the flaw, nothing was overbearing enough to ruin my fun with the game.
“Shadow of Death” winds up being a grand second act for “Fallen Aces,” and I want the third act now. It’s not just more of the same–it’s better, flashier, and more challenging than when episode one first released. Whacking mobsters with everything but the kitchen sink has never been more fun, and with that being said, this is an offer no wiseguy can refuse.
I rate “Fallen Aces Episode 2: Shadow of Death” an 8/10.
The Spectator The independent student newspaper of Valdosta State University