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Conduit 2
Conduit 2
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Conduit 2
North American cover art
DeveloperHigh Voltage Software
PublisherSega
ProducerKevin Sheller
DesignerEric Stoll
ProgrammersDan Kaufman
John R. Sanderson
ArtistsJoe Hamell
Cary Penczek
WriterJason L Blair
ComposerEd Dulian
SeriesThe Conduit
EngineQuantum3
PlatformWii
Release
GenreFirst-person shooter
ModesSingle-player, multiplayer

Conduit 2 is a first-person shooter video game developed by High Voltage Software for the Wii video game console. It is the sequel to The Conduit.[4] The definite article of the original title was dropped during development as the developers considered it "too much of a mouthful".[5]

The game makes use of the Quantum3 engine, a game engine designed by High Voltage Software specifically for the Wii. The engine allows effects such as bump mapping, reflection and refraction, and gloss and detail mapping to be implemented. Conduit 2 supports a wide variety of peripherals such as Wii MotionPlus, Classic Controller, Classic Controller Pro, and the PDP Headbanger Headset.[6][7]

Conduit 2 released to mixed reviews, and failed to meet sales expectations. Despite the game ending on a cliffhanger, High Voltage Software has not developed a third Conduit game.

A Nintendo 3DS port was revealed prior to the game's release as a proof-of-concept[8] but was seemingly abandoned.

Gameplay

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Conduit 2's single player mode has had many changes from the first game. Players now have the ability to flip over objects such as tables, bookshelves and soda machines to use as cover, and shoot off enemy armor and helmets to expose weak spots.[9][10] A sprint button has been added to allow players to charge or flee from opponents.[9] Players can ride on vehicles in certain levels and fire weapons from them.[11] At the beginning of levels, players can choose their weapon loadouts, and customize their character's appearance and ability upgrades.[10][12] The use of iron sights has been implemented, and grenades explode on a timer.[13] Levels are less "corridor-based" in design, with multiple paths to explore.[9] The game's story unfolds during gameplay through triggered scripted sequences instead of through cutscenes as in the first game.[9] Enemy AI has been enhanced; to make them appear more lifelike, enemies have conversations between themselves when they're unaware of the players presence.[14][15] The enemies can flip and knock over things like tables and filing cabinets for makeshift cover, and enemies blind fire when players aim at them while they're behind cover.[9][14] The enemies possess randomized weapons. The enemy AI behavior also changes depending on which weapon they have. For example, a foe with a shotgun will attempt to run up to the player to shoot him at close range, while a foe with a rifle will hang back and shoot from afar.[16] Enemy behavior also varies depending on which weapon the player is armed with. For example, enemies try to search for players who have cloaked with the ARC Eclipse rifle.[17] Enemies dive out of the way of fragmentation grenades and attempt to suicide bomb the player when stuck with a radiation grenade. Enemies feature randomly selected armour pieces and helmets so that each enemy looks different.[10] Conduit 2 features 23 enemy types, as opposed to the first game which only had 14.[18] While Conduit 2 retains the customizable controls from the first game,[5] the game supports Wii MotionPlus for enhanced precision control and better tracking, though it is not required to play the game.[19] In addition, Conduit 2 supports the use of the Classic Controller and Classic Controller Pro.[20]

High Voltage stated that they intended to concentrate more on art and story – both areas which were criticized in The Conduit.[21][22] Conduit 2 takes place in many locations throughout the world.[22] The game is set in Atlantis[23] in addition to Washington, D.C., Agartha, Siberia,[21] the Amazon, England and China.[24] Conduit 2 features 16 campaign missions at an estimated 6-8 hour length, as opposed to The Conduit's 9 missions at 4–6 hours.[18] The game also features boss battles against large aliens, and 21[18] weapons, with additions such as the "Aegis Device" (known as the vortex cannon prior to the Electronic Entertainment Expo 2010) which catches rounds fired by opponents and then fires the collection of ammunition back at them, or a mobile turret that can be picked up and moved to different parts of a level, and remotely fired from behind cover, as well as the Phase Rifle; which is capable of firing through walls. Some weapons are customizable. Most weapons have a secondary fire mode.[25] Likewise, some weapons from the first game have been retooled to fire differently.[9] Various weapons and devices have returned from the first game with some being improved upon, such as the All-Seeing-Eye or ASE, used to scan objects for use in a wide range of circumstances, such as data logs, force fields, and to discover hidden traps and unlockables.[5][9][23] While in the first game, the ASE emitted a sound in order to indicate nearby scannable objects, Conduit 2 features a manual sonar like "ping" system which helps indicate to players where scannable objects are hidden.[15]

Multiplayer

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Along with a standard single-player and multiplayer online modes, the title features four-player split-screen multiplayer with offline and online modes.[4] The online element features "increased security" over the first game to prevent hackers. Nevertheless, hackers still managed to create a bunch of hacks such as "Infinite Health" working on public matches. Bounty Hunter mode returned from the first game,[23] as well as a new Co-op mode which features "Invasion Mode", in which players combat waves of enemies on the same console in split-screen mode.[26] The game allows up to 12 players to battle online, and was one of the first Wii games to support the PDP Headbanger Headset, which allows voice chat between players without the need for exchanging friend codes.[4][23] In addition to the Wii's use of Friend Codes, the game features a "Rival System" in which a player can send rival requests to other players in the lobby to add to their rivals list. Up to 96 friends can be listed.[27]

Conduit 2 supports patching to allow fixes to bugs and glitches in its online multiplayer.[10] Another feature added is the ability for players to revive fallen teammates.[28] The game introduces different character classes, each with unique attributes, and allow the player to alter their characters appearance as well as unlock over 30 suit upgrades that bestow special skills, such as robotic legs that let the player to sprint greater distances.[5][23] Players are able to switch between four different character classes during the course of a match, each with different player-defined weapons and upgrades.[5] The multiplayer features 12 maps, 14 game modes and 60 player rankings, whereas The Conduit only featured 7 maps, 9 game modes and 25 player rankings.[18] Conduit 2 also features a female NPC skin for multiplayer, which was absent in the first game.[18] Conduit 2 features a currency system that allows players to earn experience points and medals that can be used to purchase weapons, upgrades and armor pieces to alter their characters look.[10][28] A new voting system has been implemented into the multiplayer which allows players to choose between two online maps and game types when the player enters the lobby for a specific mode. There is also a playlist featuring no radar and no lock-on.[25]

Plot

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Backstory

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The backstory for the game is told primarily through scan-able conspiracy objects scattered throughout the game. Conduit 2's backstory relies heavily on Sumerian mythology and the Reptilian Conspiracy, a conspiracy theory that the Annunaki, a group of Sumerian deities, were actually extraterrestrials who used humans as slaves and entertainment. The progenitors fill this role in Conduit 2, serving as a basis for the Annunaki deities and having since scattered themselves across the world, secretly controlling and influencing the governments and people of their respective areas. References are also made to Tiamat and the Deluge myth.

In addition, Conduit 2 incorporates other conspiracies such as the Dropa stones, Tunguska event, and the disappearance of Col. Percy Fawcett.

Synopsis

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Starting immediately after the events of the first game, Michael Ford follows John Adams through a conduit and ends up on the GLOMAR oil rig, a Trust platform. He realizes that, though he destroyed the Trust's base in Washington, D.C., he did not destroy the Trust. The oil platform is in the western corner of the Bermuda Triangle, off the coast of Florida, and is being attacked by a giant tentacular sea serpent called the Leviathan. Before stranding Ford on the oil platform, Adams makes Ford the offer to join him, which Ford promptly refuses. The Leviathan is defeated by Ford, but in a final act of defiance, "eats" Ford only to regurgitate him into Atlantis, an alien spacecraft that was used by Adams, Prometheus, and their siblings to arrive on Earth.

There, Prometheus gives Ford the black exoskeleton suit of the Destroyer before they proceed to awaken a human woman, Andromeda, from hundreds of years of stasis. Andromeda reveals to Ford that, as he bears the Destroyer exoskeleton, he is the aptly titled Destroyer whose purpose is to destroy the Pathfinder, John Adams. Andromeda uses the ship's conduit to take Ford to a Cold War-era bunker in D.C. outside of the Smithsonian. Here he finds the Drudge fighting each other, with one group led by a Drudge drone named Thex calling themselves the Free Drudge and one group serving the Trust. The Free Drudge call Ford "the Liberator" for destroying their link to the Trust and liberating them.

Ford uses artifacts in the museum to find the locations of two progenitors who could assist Ford in his battle against Adams. Upon returning to Atlantis, Ford finds the ship unstable and has to fight giant stone golems to stop the ship. After doing so, he learns that Adams has been killing other progenitors and stealing their power in order to increase his own. Using the co-ordinates gained at the Smithsonian, Ford arrives to China to warn a progenitor named Li. However, Li refuses to listen to Ford and believes him to be an assassin. Michael is forced to kill Li, upon which Prometheus takes Li's energy into the ASE.

Using the second set of co-ordinates, Ford arrives in Siberia, where he finds the Free Drudge (led by Thex) attacking the Trust. The Free Drudge assist Ford into getting to Katarina, a female progenitor, who the Trust hold captive, waiting to give her to Adams. In order to ensure that Michael can defeat Adams, Katarina sacrifices her energy to the ASE. Andromeda radios coordinates to Ford leading him to the Lost City of Z in Central America, where Thex takes him in his dropship. Upon arrival, they find a female progenitor dead. Prometheus takes her energy into the ASE as well before revealing his true plan: to donate the energy of all the progenitors into Michael so that he can kill Adams, though this means that Prometheus will have to die as well.

After Michael gets the energy of all the progenitors, he proceeds back to Atlantis via a conduit, but the ship is attacked by Adams and the Trust. Andromeda programs the ship to teleport to the center of the Earth, Agartha, where Ford destroys Adam's human form. Michael manages to overcome and destroy Adam's alien form and absorbs the latter's energy into himself as well. Sensing that all the progenitors on Earth are destroyed, the ASE sends a signal out to the Oort Cloud in which Tiamat, a dormant alien spacecraft of limitless knowledge, rests. Tiamat awakens and heads to Earth as the conduit in Agartha opens and several men in destroyer armor, including George Washington and Abraham Lincoln, arrive. They tell Ford that they have come to help him in the upcoming battle.

Development

[edit]

Development of Conduit 2 began after The Conduit shipped in June 2009.[5] The game was announced on March 29, 2010, after months of speculation of a sequel's existence.[4] During the production of the first game, development resources were spread thin as both the gameplay and the game's engine were designed simultaneously. For Conduit 2, the developers were able to devote their resources fully to game design, as the engine had already been made.[16] As they did during the development of the first game, High Voltage Software asked for feedback from fans for what features they wanted to see in the game. Features such as split-screen, sniper rifles and female characters were put in at fans requests.[10] Sean Ratcliffe, Vice President of Marketing, SEGA of America said: "The Conduit 2 is an enormous sequel. Not only does it greatly improve and expand on the original, the online and co-op play modes aim to raise the bar for Wii war games."[29]

The game runs at 48 kHz audio.[citation needed] On July 29, 2010, Sega revealed Conduit 2's box art.[30] In September 2010, it was reported that the game would be delayed until Q1 2011 and supports Classic Controller input.[31] In an attempt to improve Conduit 2's story over the first game, High Voltage Software hired novelist Matt Forbeck and Jason Blair, the writer of the video games Borderlands and Prey, to pen the game's script.[32] In an interview with Keith Hladik, it was stated that all voice actors from the first game would not be returning but the new voice actors have done "a fantastic job making our characters come to life."[33] Agent Michael Ford is now voiced by voice actor Jon St. John, who is best known for providing the voice for Duke Nukem.[34] Conduit 2 was originally compatible with the Wii Speak peripheral as The Conduit was,[35] but functionality of the device was removed from the title at the insistence of Nintendo.[36] Wii Speak support was dropped as it was incompatible with the PDP Headbanger headset, which support was opted for instead for its lower latency and better sound quality.[37] Motion controls were originally planned to be used for opening doors and flicking switches, but this feature was eventually removed from the game.[10] A few of the game's levels, such as an oil rig and the streets of downtown Washington DC, were based on environments that were scrapped from the first game.[38]

On January 18, 2011,[39] Sega announced Conduit 2 would be delayed until March in North America. A few days later, they announced it would be pushed back to April 2011 in North America.[40]

At the 2011 Game Developers Conference (GDC), High Voltage Software revealed a tech demo of Conduit 2 for the Nintendo 3DS. The demo, based on the China level from Conduit 2, demonstrated stereographic 3D effects, as well as the ability to shift into a third-person perspective.[8]

Marketing

[edit]

Sega and High Voltage Software ran a competition Nintendo created that offered entrants the chance to have a picture of their face on a wanted poster in Conduit 2. Entrees were asked to write a 25-word letter detailing what they would like to see featured in Conduit 2.[41][42]

Reception

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Pre-release previews

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From the E3 playable preview, Conduit 2 was met with positive expectations from reviewers, praising the many improvements from the first game such as those in the multiplayer mode.[43]

Post-release

[edit]

Conduit 2 has received mixed responses from critics, with a score of 64 on Metacritic. Nintendo Power gave Conduit 2 a 7.5/10, stating that it still had some flaws but praising the effort in addressing criticism about the first game.[51] Official Nintendo Magazine UK gave it 84% criticising the "B-Movie" plot but praising the visuals and level design.[52]

IGN gave Conduit 2 a 7.5/10, praising the "truly excellent" art direction, which "will take you from the stunning caverns of China to snowy Siberian hills" and the pacing, for which "the designers deserve an immense amount of credit." The "big, epic" boss fights were noted as a high point, while the "lack of variety" in standard enemy design made the single-player "feel generic at times." The review concluded that the game was "worth playing for the visuals alone" and "the fact that gameplay and control operate as well as they do speaks volumes" about the talent of the developers. However, the game was criticized for doing little to distinguish itself from the original, and for lacking "creativity and diversity."[53] GameSpot gave the title a 7/10, stating: "Conduit 2 overcomes its problems by offering a long and varied single-player campaign with a good sense of humor." The "spectacularly inept" AI and the multiplayer were subject to criticism.[47] GameZone gave the game a 7 out of 10, stating: "There's enough trigger-happy joy here to keep you busy long after the campaign ends, guaranteeing valuable longevity. Hopefully, a bolder design philosophy will allow future iterations to break new ground rather than settle for "good enough" in meeting player expectations."[45] Joystiq gave Conduit 2 a rating of 1 out of 5 stars.[50]

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Conduit 2 is a 2011 first-person shooter video game developed by High Voltage Software and published by Sega exclusively for the Nintendo Wii console. It serves as the direct sequel to the 2009 game The Conduit, continuing the story of protagonist Michael Ford, a former Secret Service agent recruited by a clandestine government organization. The game was released in North America on April 19, 2011, and in Europe on April 22, 2011. The single-player campaign picks up immediately after the events of the first game, with Ford pursuing the antagonist John Adams through a portal known as a conduit, leading him to the Trust's GLOMAR oil rig base. From there, Ford embarks on a globetrotting adventure, traveling to diverse locations worldwide to combat dueling alien factions, including the invading Drudge creatures, while unraveling conspiracies tied to the shadowy Trust organization and elements of Mesopotamian mythology. The narrative unfolds across multi-tiered environments, with the alien spaceship Atlantis serving as a central hub for mission selection and progression. Gameplay emphasizes fast-paced combat, featuring an arsenal of over 25 weapons such as sniper rifles, alien firearms, and grenades, alongside advanced mechanics like sprinting, cover-based flipping over objects, and customizable loadouts for weapons and character appearance. The title supports motion controls via the and Nunchuk, with optional use of the or for enhanced aiming precision, and utilizes Software's Quantum3 engine to deliver improved graphics including bump mapping, reflections, and detail textures on the hardware. Multiplayer modes include local split-screen play for up to four players in team-based matches, as well as online support for up to 12 players in competitive and cooperative battles through the , which has since been discontinued. Upon release, Conduit 2 received mixed reviews from critics, who praised its graphical and multiplayer improvements over the original but criticized aspects like awkward motion controls and a derivative storyline, resulting in a aggregate score of 64 out of 100 based on 51 reviews. Despite these enhancements and a ending, the game underperformed in sales and no further sequels were developed.

Gameplay

Single-player campaign

The single-player campaign of Conduit 2 spans 16 missions set across diverse global locations, including , , , , and the lost city of , providing a 6-8 hour experience focused on combating an alien threat through linear yet occasionally branching levels with environmental variety and boss encounters. Players progress by completing objectives that blend intense combat sequences, such as defending a dropship from aerial assaults, with exploratory elements like navigating hidden ladders and alternate routes in circuitous level designs. The campaign emphasizes tactical decision-making, with customizable loadouts allowing selection of weapons, perks, and abilities before each mission, earned through an in-game store using collected currency for persistent upgrades across modes. Core gameplay mechanics adapt first-person shooter controls to the Wii's hardware, utilizing the for intuitive pointing-based aiming and the Nunchuk for movement, with optional support for the or to enhance precision and responsiveness. New additions include a sprinting () function for quick evasion and a cover system for strategic positioning during firefights, alongside occasional vehicle-based sections that integrate into mission objectives. Combat involves 23 enemy types, ranging from human Trust soldiers like and haz-mat units to alien progenitors such as upgraded insectoid Drudge, each exhibiting varied AI behaviors and requiring headshots or targeted weak points for efficient takedowns. Players wield 21 weapons, blending conventional ballistic arms like machine guns and sniper rifles with exotic energy and explosive options, such as the Hive Cannon's sticky projectiles or the AR-C Eclipse's heat-based shots, many featuring alternate fire modes for tactical depth. Progression incorporates the All-Seeing Eye (ASE) scanner as a core tool, enabling players to highlight enemies, objectives, and interactive elements while scanning for secrets like weapon blueprints and conspiracy-themed data logs that unlock store purchases and deepen lore integration. An alliances system temporarily summons AI companions, such as or Andromeda, to assist in combat during specific segments, adding cooperative dynamics without co-op play. Environmental puzzles, often resolved via the ASE for scanning solutions or revealing paths, encourage exploration alongside collectibles that reward replayability through hidden areas and bonus content like repurposed multiplayer maps as secret levels.

Multiplayer modes

Conduit 2's multiplayer component supports up to four players in local split-screen mode and up to 12 players in online matches conducted via the service. This setup enables both competitive and cooperative play, with split-screen accommodating all online modes for local sessions. The game includes 14 multiplayer modes, encompassing a mix of free-for-all and team-based variants such as Deathmatch, where the first player to reach a set kill limit wins; Team Deathmatch, focusing on collective eliminations; Capture the Flag, involving flag theft and defense; King of the Hill, centered on controlling key zones; and Team Invasion, a cooperative survival mode where 2-4 players defend against escalating waves of enemies on various maps. These modes emphasize replayability through adjustable parameters like time limits, kill thresholds, and team sizes, tailored to different player counts from 2 to 12. Multiplayer unfolds across 12 maps inspired by locations from the single-player campaign, including expansive urban and alien environments like the Pentagon, Sanctum, and Agartha, each optimized for specific player ranges such as 2-6 for close-quarters sites or 8-12 for larger battlefields. Players customize their experience through class-based loadouts, with up to four profiles per user allowing selection of suits that confer unique attributes—such as enhanced stealth for ambush tactics or heavy armor for durability—alongside primary/secondary weapons drawn from the shared arsenal, perks, and modular cosmetic parts. An in-game currency called credits, earned by achieving medals and completing matches, enables unlocking of upgrades, skins, and emotes to further personalize characters and strategies. To promote fair and engaging group play, Conduit 2 incorporates balance features like predefined class loadouts that encourage diverse roles, integrated voice chat for real-time coordination in lobbies and matches (requiring rivals to be added for full access), and a spectator mode that lets eliminated players follow and observe ongoing action or view scoreboards.

Story

Backstory and setting

Conduit 2's narrative expands the universe established in its predecessor, The Conduit, where Secret Service agent Michael Ford discovers the duplicitous nature of The Trust, a clandestine human organization tasked with concealing extraterrestrial incursions from the public. At the game's outset, Ford pursues Trust leader John Adams through a dimensional conduit portal, emerging on an offshore oil derrick in the Atlantic Ocean amid an escalating alien invasion. The Trust, portrayed as a shadowy government entity manipulating global events, allies with hostile forces to maintain control, while Ford teams up with enigmatic allies like the Progenitor warrior Andromeda and the informant Prometheus to counter the threat. The game's lore draws heavily from Sumerian mythology, reinterpreting the Annunaki—ancient deities in Mesopotamian texts—as the , an advanced alien race that visited millennia ago and influenced human development, potentially as creators or enslavers of early civilizations. This ties into broader conspiracy theories, including the Reptilian hypothesis, which posits shape-shifting reptilian extraterrestrials infiltrating human society; in the story, figures like Adams embody this concept as disguised Progenitor agents seeking dominion. The Drudge, the invasive alien species from the first game, serve as engineered hybrids or foot soldiers in this interstellar conflict, blending mythological archetypes with pseudohistorical events to frame humanity's precarious role in a cosmic hierarchy. The setting spans a global scale to underscore the invasion's scope, featuring hidden Progenitor bases in remote Siberian tundra—evoking real-world mysteries like the 1908 Tunguska explosion as potential alien crash sites—and submerged ruins of Atlantis, reimagined as an ancient Progenitor outpost serving as a central hub for interdimensional travel. Additional locales include urban strongholds in Washington D.C. and industrial sites in China, where Ford navigates concealed facilities and battlegrounds revealing layers of the Trust's cover-ups. These environments weave a tapestry of alien intervention, from prehistoric legacies to modern conspiracies, culminating in a narrative of humanity's fight against progenitors' return and the Drudge onslaught.

Plot synopsis

In Conduit 2, Secret Service agent Michael Ford continues his pursuit of the shadowy organization known as the Trust, beginning immediately after the events of the previous game as he emerges from a conduit portal onto an oil derrick off the coast near the . Teaming up with enigmatic allies including the alien Progenitor Prometheus and the brilliant Dr. , Ford embarks on a global chase to thwart the Trust's leader, , who seeks to harness ancient alien powers for domination. The narrative unfolds across 16 chapters set in diverse locations such as a war-torn , remote facilities in and , and ancient sites in , revealing layers of conspiracy involving extraterrestrial progenitors who have influenced for millennia. As Ford delves deeper, he uncovers revelations about mysterious alien signals that tie into technology and long-buried secrets, forcing him into intense confrontations with these ancient beings and their cybernetic creations. The story emphasizes themes of cover-ups, the pervasive impact of ancient alien influences on humanity, and personal betrayals that shatter fragile alliances, all delivered through a , B-movie lens filled with twists that question loyalties and motives. Ford's journey highlights his transformation from a lone operative to a key figure in an interstellar conflict, battling not just physical threats but the erosion of trust in institutions and individuals alike. The plot culminates in climactic showdowns that expose the full scope of Adams' ambitions, ending on an open-ended with a critical signal directed to Dr. Tiamat, hinting at even greater cosmic threats on the horizon and leaving unresolved questions about humanity's future. This ambiguous resolution underscores the ongoing peril of alien intervention, explaining the absence of a direct while teasing broader mythological connections to ancient lore.

Development

Production history

Development of Conduit 2 began at shortly after the release of its predecessor, The Conduit, on June 23, 2009, for the . The sequel was formally announced on March 29, 2010, in an issue of , with confirming the project the following day and targeting a fall 2010 launch exclusively for the . served as the developer, leveraging an upgraded version of their proprietary Quantum3 engine, which had been refined through experience with the original game and other titles to better handle the 's hardware constraints. The production faced several delays as the team addressed criticisms of the first game, particularly the absence of local multiplayer options, by incorporating fan-requested features such as split-screen support for up to four players. Initially slated for October 2010, the release was pushed to early 2011 to allow time for these enhancements and further polish. A playable demo showcased at generated positive fan feedback, which influenced additional content integration and prompted another delay from February 15 to March 22, 2011. also explored a port as a proof-of-concept, demonstrating a tech demo using Conduit 2 assets at GDC 2011, but abandoned the effort amid evolving 3DS hardware specifications that complicated adaptation. The final delay to April 19, 2011, enabled intensive optimization for the Wii's limited processing power, ensuring smoother performance and visual fidelity within the engine's capabilities. This iterative , driven by community input and technical hurdles, marked a key for High Voltage in sequel development on constrained hardware.

Design and features

Conduit 2 introduced several gameplay innovations in response to player feedback from the original game, including the addition of four-player split-screen co-op and competitive modes, which allowed for local multiplayer experiences previously absent. Developers at incorporated fan-requested elements such as customizable character appearances, enabling players to select female avatars alongside modular armor and suit upgrades for personalized loadouts like or classes. Vehicle combat was integrated into select campaign levels, where players could pilot or ride such as HAVOC Gunships for aerial engagements, adding variety to the mechanics. The system was significantly enhanced, featuring 23 distinct enemy types with unique behaviors, such as Medmites that heal allies or Trust Chargers that absorb damage, creating more dynamic and tactical encounters. The story design expanded the conspiracy-laden narrative of the predecessor, delving deeper into ancient lore with ties to Sumerian mythology and the , where the Annunaki are portrayed as alien puppet-masters influencing human history. This lore is woven through collectible Data Logs accessed via the (ASE) tool, which reveals hidden environmental details and advances the plot involving Agent Ford's pursuit of John , an ousted figure linked to ancient Sumerian kings. The campaign emphasizes exploration with branching level paths, verticality, and secrets, lasting approximately 6-8 hours while maintaining a sci-fi tone. Technical features leveraged the in-house Quantum3 engine, optimized for the Wii's hardware to support output and pointer-based aiming via the . Enhancements included improved lighting effects, dynamic shadows, and advanced particle systems for weapon impacts and environmental destruction, such as destructible enemy armor that lingers briefly after being shot off. Motion controls were refined with optional support for more precise aiming and gestures, while the engine's streaming capabilities enabled larger, more detailed levels with portals and cells for seamless transitions. The game pushed Wii visuals through reflective surfaces, depth-of-field, and bloom effects on sci-fi weaponry like the Phase Rifle, which penetrates walls. Audio and art design contributed to the immersive atmosphere, with dynamic sound effects for and environmental interactions, including realistic weapon feedback and destructible elements that respond audibly to player actions. Environments featured detailed, lore-rich settings like facilities and Siberian outposts, maximizing the Wii's capabilities with high-fidelity textures and particle-driven destruction. The original score complemented the theme, enhancing tense sequences and moments through orchestral and electronic elements tailored to the narrative's ancient-alien fusion.

Release

Marketing and promotion

Sega announced Conduit 2 on March 31, 2010, positioning it as a to the original game's sci-fi conspiracy narrative, with promotional trailers highlighting the expanded global scope of the plot. The initial reveal trailer and subsequent videos, such as the October 2010 locations and weapons showcase, emphasized exotic worldwide settings and advanced weaponry to build anticipation for the Wii-exclusive . To generate pre-release hype, and hosted hands-on demos at major gaming events, including where attendees played early builds featuring multiplayer modes and campaign segments set in diverse environments like oil rigs and urban areas. Additional previews occurred at PAX 2010, allowing players to experience refined motion controls and co-op features, with promoting the title as a flagship mature FPS for the platform. A key promotional campaign was the "Get Your Head in the Game Promotion," a launched in April 2010 that invited participants from the USA and to submit photos for inclusion as faces on in-game wanted posters or missing persons fliers, with winners also receiving a free copy of the game. This contest tied into the game's conspiracy theme and was promoted alongside event demos to engage the community. The marketing targeted owners interested in sophisticated first-person shooters, capitalizing on the original Conduit's among gamers despite its mixed commercial performance, by showcasing improved graphics, online multiplayer, and narrative depth as evolutions for the mature audience. The standard edition featured with motifs, while a limited edition exclusive to included a 44-page art book and in-game unlocks like the "" device, without additional special editions or hardware bundles.

Platforms and release dates

Conduit 2 was developed exclusively for the Nintendo Wii console, leveraging its motion controls via the and Nunchuk for aiming and shooting mechanics, while utilizing the system's built-in capabilities for online multiplayer functionality. The game launched in on April 19, 2011, followed by on April 22, 2011, and on April 21, 2011; it received no official release in . Conduit 2 was distributed solely as a physical single-layer optical disc in a standard 4.7 GB format, with no digital download option available through the Wii Shop Channel due to the console's hardware limitations at the time. A planned port to the Nintendo 3DS was demonstrated as a proof-of-concept tech demo at the 2011 Game Developers Conference but was ultimately abandoned following the Wii version's release. The game requires a and Nunchuk for core motion-based gameplay, though it also supports the and Classic Controller Pro as alternative input options; like other Wii titles, it received no post-launch patches owing to the console's lack of update infrastructure for retail discs.

Reception and legacy

Critical reception

Conduit 2 received mixed reviews upon release, earning a aggregate score of 64 out of 100 based on 51 critic reviews. Individual scores varied widely, ranging from a low of 20 out of 100 by , which criticized the game's repetitive gameplay and lack of innovation, to a high of 84 out of 100 from , which lauded its visual improvements and overall polish as a shooter. awarded it 7.5 out of 10, highlighting its potential as a cult favorite among FPS enthusiasts despite shortcomings. Critics frequently praised the game's advancements over its predecessor, The Conduit, particularly in graphics and pacing, with noting that the visuals alone made it a "worthy addition to the library" and the improved engine delivered more dynamic environments. Motion controls were another highlight, described as "solid" and responsive by GameRevolution, enhancing the shooting mechanics without the clunkiness of earlier shooters. The levels offered variety through diverse settings and objectives, while the multiplayer mode received acclaim for its depth, including customizable loadouts and robust online features that represented a "massive step forward," as per multiple outlets aggregated on . However, common criticisms focused on uneven enemy AI, which GameSpot called "atrocious" for its inconsistent behavior that undermined combat tension, and a lack of originality in relying on familiar FPS tropes like alien invasions and conspiracy plots. The single-player campaign was widely seen as too short, often clocking in under six hours, leading to complaints of rushed pacing and underdeveloped storytelling from sources like Destructoid. Technical issues, including framerate drops during intense sequences, were also noted by Nintendo World Report as detracting from the experience, particularly in multiplayer lobbies. Pre-release previews from generated positive buzz for the multiplayer refinements, with SideQuesting describing it as a clear evolution that addressed prior flaws in connectivity and variety. Post-launch coverage turned more mixed, as the game struggled to meet the hype built around its technical ambitions, with outlets like acknowledging its strengths but pointing to execution gaps that prevented broader acclaim.

Commercial performance

Conduit 2 sold approximately 120,000 units worldwide according to sales estimates from VGChartz. This figure represented a substantial underperformance relative to its predecessor, The Conduit, which had sold more than 270,000 units across the and by September 2009. The game's April 2011 release occurred late in the 's lifecycle, following the console's 2006 launch and amid declining hardware sales as attention shifted toward the . It launched on the same day as Valve's (April 19, 2011, in ), intensifying competition in the genre already saturated by dominant titles like the Call of Duty series on . These market conditions contributed to the game's underwhelming sales performance, and no further sequels were developed at the time. In retrospect, Conduit 2 has garnered appreciation from enthusiasts for its ambitious technical achievements, including advanced graphics and robust online multiplayer that strained the 's capabilities. Fans have advocated for remasters or ports to contemporary platforms such as the throughout the , though announced no such developments as of November 2025. In a November 2025 AMA, the studio expressed continued interest in developing Conduit 3 if the right opportunity arises. Following 's discontinuation of online services on , 2014, the game's official servers ceased operation, but emulation communities have sustained multiplayer access through custom servers like Wiimmfi. analyses, such as a 2022 examination by Gaming Pastime, have highlighted the title's innovative intent amid its commercial challenges.

References

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