Current version:Original Xbox
Double-S.T.E.A.L - The Second Clash

Double-S.T.E.A.L - The Second Clash

Double-S.T.E.A.L - The Second Clash is a Xbox action game released in 2005 developed by Bunkasha. It centers on movement and immediate actions, enemy and hazard responses, and stage objectives, with controls and information arranged around the Duke or Controller S twin sticks, analog triggers, directional pad, and face buttons.

AI score · out of 10
7.8 / 10
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About this game

Double-S.T.E.A.L - The Second Clash is a Xbox action game centered on movement and immediate actions, enemy and hazard responses, and stage objectives. Stages build pressure through routes, enemy patterns, and changing objectives, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Animation, hits, camera behavior, and readable hazards determine whether feedback remains dependable, while standard or progressive-scan video, widescreen support, HDD caching, and Dolby Digital audio need to preserve action, state, and text readability together. The genre-specific limitation is that camera behavior, collision rules, input mapping, and repeated ground after failure can raise the entry barrier. Platform conditions also include disc loading, the internal HDD and cache, memory units, regional language, display modes, legacy controller ports, and retired Xbox Live services affect present-day use. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.

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Original Xbox

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

7.8 / 10Original Xbox

More confident destructive driving, with Free Drive extending a short campaign.

The Second Clash favors noisy destruction over serious road discipline. Smashing traffic and scenery replenishes boosts, letting small cars throw much larger vehicles aside, while broader Chicago streets make pursuits less claustrophobic. Vehicle weight now matters: a bus or tank can change how a mission is tackled. The story is short and comparatively forgiving, but Free Drive's side missions, medals and hidden car parts provide useful reasons to explore. Restrained visual effects make the city easier to appreciate, and energetic music and comically mismatched English voices suit the absurd chase. Collisions can still send a car bouncing like a pinball, especially in tighter spaces. Automatic post-mission saving and the ability to right overturned vehicles reduce frustration. It is a rewarding destructive-driving diversion, not a multiplayer racer, and its former Xbox Live leaderboard is no longer a current attraction.

Strengths

  • Destruction-fed boosts and distinct vehicles encourage improvisation.
  • Free Drive, side missions and part unlocks extend exploration, while autosaving protects progress.

Weaknesses

  • Collisions can bounce unpredictably and narrow passages remain awkward; the campaign is short and there is no multiplayer mode.

Who it is for: Arcade-driving fans who enjoy extravagant chases, destruction and free exploration.

Play notes: This assesses the Japanese original Xbox disc offline; its original Live leaderboard is unavailable, regional hardware compatibility matters, and no fixed frame rate is promised.

View scoring basis
DimensionReview stateScoreWeight
Dimension

Exploration and rating goals extend play, but a short campaign and no multiplayer restrict sustained variety.

Reviewed7.3 / 10Not provided
Dimension

Destruction fuels pursuit in an energetic loop, though erratic collisions still hinder precise driving.

Reviewed8.0 / 10Not provided
Dimension

Readable city scenery and exaggerated voices suit the absurd pursuit without needing realism.

Reviewed7.9 / 10Not provided
Dimension

Progress protection, recovery and clearer information reduce exploration and failure friction.

Reviewed7.8 / 10Not provided

Review sources

Not provided

Core information

Developer
Bunkasha
Release date
2005
Platforms
Original Xbox
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
PlatformingLinear LevelsReal-time CombatDodge3D GraphicsFast-pacedThird PersonSolo-friendlyMain Story Under 10 HoursReplayable
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Single player
Perspectives
Third personFirst person

Release editions

Sources

Not provided