Chrome Hounds 2

Chrome Hounds 2 is a sequel to the popular Xbox 360 title of the same name. It was created by From Software and Published by Sega. It was built off the original but incorporated new features.

"We wanted to keep what made the original game great, and not take that away from the players, but we also wanted to bring it up to date with modern technology and dare to add new features while not taking away from the core gameplay."

-Lead game developer

Hound Customization
The Garage screen from the original game has been kept, however the ability to customize hounds is far deeper than before, though it is set up in much the same way. Most hound parts can be purchased with in game credits, but some can only be unlocked by completing in game challenges. There are a number of new game mechanics brought on by the new parts. However all of the parts from chromehounds 1 exist in the game, albeit slightly rebalanced and are unlocked from the start (in the online mode). Players have the option to upload their profile Chrome Hounds (Given they still own an XBOX 360 and can connect to the internet) and can upload the schematics online, then download them to Chrome Hounds 2, taking their money and purchased parts and receiving a special "veteran" medal based on their rank in the original game. The game also featured an ability to publicly share Hounds online with others, even across platform.

Mobility Bases
In addition to the original types (Hovering, Wheeled, Tracked, Bipedal, Inverse and Quadreped) there are new types of hound bases.

Digigrade mobility bases introduce triple-jointed bipedal legs which provide a balance between the speed of bipedal bases and the stability of inverse bases.

Hexapod (six legged) bases are an even more extreme form of the Quadreped bases from the original game, being even slower and heavier but able to carry upwards of 8,000 tons of weight in some instances.

Bearing bases are wheeled bases resting on spherical wheels allowing them to move in any direction and drift or slide with extreme ease.

Jump jets, which lacked in the original game now take the form of rockets and are greatly improved with many more maps set to take advantage of their abilities.

Weapons
New weapons types have been added into the game. These include Railguns, a new type of large weapon which use a lot of power from the hounds' generator and have a slow reload but are very powerful weapons which do not arc and have the potential to kill a hound in only a few shots.

Guided missiles can be launched at long range from Hounds and flown remotely anywhere inside the NA, and can sometimes carry low-yield nuclear payloads, though these are very expensive in terms of weight. There is also a greater focus on the heat-seeking missiles with many more Hound parts carrying them and them overall having better range and tracking mechanics.

There are also lasers and CIWS turrets which can counter the new focus on guided missile warfare.

Other Parts
Hounds now have a greater ability to impact the battlefield. Airborne drones can be launched within a friendly NA and gather reconnaissance and may even carry light weapons (they can be customized), but can be spotted and shot down by enemies.

Hounds can be fitted with nuclear reactors which do not require the fuel resource but produce less power for their mass, and have the potential to meltdown if heavily damaged, causing the player's hound to become irradiated and completely disabled.

Hounds can also be fitted with turreted limbs, which allows a part of the hound to move independent of the main body and turn at a faster rate for targeting.

Online Play
Like its predecessor, Chrome hounds 2 features a persistent online war between three factions. However it featured a global map showing an alternate earth with battles taking place all over the planet, with the original Neromious region only comprising a small part of the map. Some classic maps were in their original locations on the original map but a number of new areas and maps were also playable, often containing gimmicks which force the players to heavily adapt their strategy.

New Maps
New Tranqulity is the largest city-based map featuring skyscrapers, walled off sections bristling with massive guns, and sprawling industrial parks, providing a thicket of fully destructible buildings and tactical challenge for players.

Ferdellia is an area of the world map containing redwood forests; in where the trees dwarf the height of Hounds and act like destructible buildings and obstacles to progress.

Skeleton bay is a large sandy bay containing the hallowed-out wrecks of countless seagoing ships as well as abandoned space launch pads.

Nezendar Salt Mines is an area of the map featuring four underground maps which can force players into close quarters combat and limits the range of NAs.

Grand Tarakia nuclear power plant is a map containing... a sprawling nuclear power plant with several reactor complexes and enrichment facilities.

Chromehounds 2 also featured a map and mission customization tool, which allowed players to create custom missions or even entire custom campaigns featuring custom created maps, intuitive event scripting, and their own Hound creations. Through this feature players could also customize the "Trial Mode" present in the Garage.

Fast Action
Two players or teams will be loaded into a very small arena style map in where each player has three lives, respawning after their hound is destroyed the first and second times. The two teams attempt to kill one another, and whichever team or player is left standing is considered the victor.

Conquest
Conquest games typically place NPC units around which can be given commands by the players so long as they remain within the NA. The NPC units can be customized with the squads' or players' paint scheme and emblems and can have their weapons swapped out. This game mode is designed to place more emphasis on big picture tactics and planning rather than the player's own skill in combat. However six man squads can play conquest against one another and typically utilize their NPC units in concert with conventional Hounds. This gamemode encourages the use of more advanced tactics and the use of the various RTs present within the game.

Other Mechanics
Chromehounds 2 featured more emphasis on combat outside of the Hound. Players could exit their hound in game if the cockpit was left relatively exposed. If it was covered by armor or other components the player would not be able to do this. Exiting the Hound was essential for some missions which required players to go inside the enemy base and plant charges, and in one mission of the campaign; the player starts out on foot and is required to infiltrate an enemy base and steal a Hound. When outside of the Hound the game played similarly to a first person shooter.

Players could customize the appearance of their Hound pilot using a robust character creation system, and could set a uniform for a squad online. Hound pilots outside of their mech could also carry new types of weapons such as shotguns, snipers, and anti-tank rockets.