Publisher: Sierra
Developer: Sierra
Year: 1988
Platform: DOS; Amiga; Atari-ST; PC-98
Rating: 10
While our family would often play adventure games together when I was young, we would generally pair off given the tight squeeze around the IBM. Police Quest 2 was the exception, with my brother, father, and me huddled around the tiny screen for weeks because we were so invested that we wanted to experience it at the same time. And while that memory no doubt elevates this game for me, I still think it’s damn near a perfect game.

Sonny Bonds is back…with a vengeance! Actually, Jesse Bains, the perp he testified against last game and put in prison, is back with a vengeance. Not only does he escape prison, he also kidnaps your girlfriend Marie to exact revenge upon you. I’d feel bad spoiling the kidnapping–which takes place about halfway into the game–if it wasn’t described on the box with a picture of Bains literally holding Marie hostage. Sierra definitely didn’t want you to realize plots could be uncovered!
The Lytton P.D. has received a major overhaul since the first game, not only of the building but of the staff as well. Lest you worry that you’ll get bored with nobody familiar around, Jim Walls has created several more characters with wonderful personalities. First is Keith Robinson, your partner. Other than taking smoke breaks and making snide remarks, he offers little help, but he provides the comic relief that every cop game needs. In one instance, while on the way to a scene, Keith wagers with you on whether the witness is a dude or a chick. There is no reason for this little scene to be in the game, but given how many intense moments there are, the levity is appreciated.
Then you have Captain Hall, who has a very short temper but a keen taste for pistachio ice cream and is a master at working the telephone. If you dink around too much, he’ll literally suspend you. But he’s also got your back when shit starts hitting the fan. And, as with Police Quest 1, the supporting cast (such as the guys in Narcotics, the street cops, and the gun range supervisor) usually have something funny and interesting to say.

The production values have also taken a leap forward. The pixel-art graphics are generally well-detailed and colorful, and there’s little in the way of pixel-hunting. The sound is a consistent delight, with the music carrying an energetic Miami Vice vibe. Even the sound that tells you that you’ve been awarded points is addictive.
The plot takes a more linear route this time around as Sonny usually knows his next destination. Yet you’re not hand-fed what to do, and the puzzles remain fair and moderately difficult. The day-to-day busywork is toned down considerably (no more checking for flat tires!), but important police procedure still must be followed (such as collecting evidence) in order for Sonny to have a clue as to what’s going on (in addition to nabbing more points!). The design team also made a smart move in eliminating manual driving. Since Sonny drives an unmarked car and never needs to patrol the streets, driving would have become pointless and quite tedious.

The Vengeance has the best story in the series, thanks in large part to its cohesiveness. Your focus is unwaveringly on Bains and saving your girlfriend, giving each decision a gravity that was lacking before. You’ll race around town to follow Bains’s trail, coordinating with airport staff, a scuba diving team, hotel staff, and other police departments. You’ll even explore a sewer system! There is one highly contrived scene in the airplane that has no relation to the main plot, but it can be forgiven considering its entertainment value. And the endgame, which requires you to think quickly to rescue Marie and stay alive, is pitch-perfect.
As close to flawless as an adventure game can get, Police Quest 2 remains my favorite game of all time.
Contemporary Rating: Medium. Good parser, but going to the shooting range multiple times to adjust the sights on your gun would annoy many.
Cruelty Rating: Tough. If your only saved game is a split second before you’re going to die, then yes, you can make the game unwinnable. Otherwise, you should be fine. You can miss a ton of things through your investigation, and this will make the game more difficult (and less enjoyable), but it won’t lock you out.


























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