Similar to RTK’s reviews, I’ll rate on the design of the level, and the combat. I’ll rate aesthetics too, though I know some have said that M2 didn’t really focus on that as much as Infinity did (I think the limits were still more strict than Infinity?), but I think some things do still manage to stand out. I’ll mention some secrets if they are pretty cool, or I may end up mentioning them all, who knows?

So, here we go.
Level 01: Waterloo Waterpark.
At the start, you’re facing some Pfhor fighters, but are quickly greeted by BoBs, and learn that the ones you knew from M1 are now armed and able to fight back, which is a pretty cool. I also like how this level starts you outside, and that it’s nighttime. I don’t know why, that just feels like a good environment to start in. As usual you start not too far from a Terminal and it’s easy to find. Durandal has awakened you, and he wants something done, now go do it! Two chip insertions are the overall goal here. Easy enough.
I really like the map diagrams on the terminal pictures for this game, along with the images with it. Letting you know not only where something is, but what it looks like.
So along the way you’re fighting Fighters and Drones. Pretty good selection for an intro level, and it’s easy to find your way around without getting lost. Some of the areas are also good for practicing run-punches as these can be very effective against these kinds of monsters if they’re close enough (duh), and you have the room to move around. The BoBs of course are also around for some of the outside areas but are usually out-powered by the aliens on TC, though BoBs do still have the aliens take some damage which can make getting them a little easier for you. You’re also given the Assault Rifle right within the first level which I feel is pretty rewarding. If you also manage to get that secret elevator in one of the small tubs near the beginning, you’ll get some decent AR ammo too which is nice.
The outdoor areas do make good use of shading for the lower ceiling areas, and also the “shadow” room. The secret from there is pretty nice as you’re given a shotgun with a few shells, and a few more if you go back again. It also kind of teaches you that your pistol is great for long distance shots as you have those drones firing at you from that window overlooking the large pool. Of course you don’t HAVE to get them, but it’s good for some pistol practice. In terms of the other large secret room. Not quite sure what the point of it is other than “hey cool, I found a secret room!” All it really has is a switch that changes a water level. Maybe it’s to show you that some liquids can be controlled, but that’s all I can think of.
But whatever. Back at the terminal you learn that it’s been 17 years since the events on The Marathon took place, and you’re on a search. A decent starting level.
Level Design: 4 out of 5.
Aesthetics : 3.5 out of 5.
Combat: 4 out of 5.
Some may consider these ratings a bit high, but again, I feel it is good for an intro level.