tassletine said:
That's not the point I was making. I was talking about the fact that as a standalone game DS2 relies on events that happen outside of the game, events that happened in the first instalment. Worse than that it uses them as the main point in the drama.
Well, it is a *sequel* to the first one. But IMO the game provided enough background story to fill in those who didn't play DS.
Imagine if you saw Empire Strikes Back and Luke kept having flashbacks about his dead aunt and uncle. That's kind of how I feel about this.
That argument has a hole the size of black hole. Because in Return of the Jedi, you need to have seen Empire Strikes Back to understand what happened to Solo.
Second, these aren't real people so a death is not a death. As your defence you seem to be talking about these NPC's as if they were real characters which is ludicrous. If you're trying to tell me that a game which revels in showing the player's death in the most comic way possible is actually trying to move me then ... I really don't know what to say.
A death doesn't necessarily have to move you but depending on the person, one might have enough sympathy to see the desperation that these characters are in.
Yes but they have gameplay and locations that evolve as you play. For the entire length of dead space I was doing exactly the same thing over and over.
LOL WAT? I just saw my little brother played the new Donkey Kong. The only variation that game offered was the different levels background. Everything else remains the same. You still jump, avoid traps/holes, get bananas, etc. The entire time you do the same thing. Ditto with Mario games, ditto with any other games. Because Kingdom 2-1 is not exactly different from Kingdom 1-1 just because it is now taking place in an area with different color palette.
And I supposed RE4's villages are all different. Oh wait, same crazy villagers, same pitchforks, same rundown houses, I actually felt that I was running around in circles in RE4 because everything looks similar. At least DS2 makes it clear that you are indeed, running around in circles due to the situation your character is facing.
In DS2 the rooms seemed to be bolted onto each other with no real logic to them. A cryo lab leads me to a church? WTF?
What cryo lab lead to church? Wait, Cryo lab? Where? The previous area before you reached the Church was the apartment area and the shopping mall. It makes perfect sense that in designing the area, the original architect placed a Church adjacent to an area where most people live and shop. There was a hospital when you started but you need to take a train to go from there to the shopping mall area.
DS2 directs you in a straight line so your comment makes little sense. In Extraction there are numerous hidden items, much like DS. Did you find them all? I didn't. I pretty much found everything in DS2 so I would say it's much more linear in that respect.
LOL. Got the trophy for that particular Extraction lame-ass hidden items. It's not so much hidden more like it's inconveniently located that you have to press button quickly to go there. If you like being herd like a sheep in a rush then be my guest.
I'm not exactly sure how you can hate the game that DS is copying as they're very similar. I'd suggest you read books or watch movies if characters are what you care about primarily.
Yeah, this is exactly why I called RE4 over-rated. The gameplay mechanic many people touted as "inspired by RE4" has been used on many other games pre-RE4. However, for some reason that game got all the credit for that kind of mechanic. I do read books and watch movies but I expect my game to be as equally interesting in story and character department so lines like "OH ASHLEY!" or "LEON, HELP!" do not exactly inspired me to care for the character. Moreover, not when it's delivered with the acting style of a 10 year old.
Watanabe Kazuma said:
Just remember that you DON'T have to boost at the final sequence, I was twitchy by the time I got there and died even though it's fairly innocuous in all fairness. Other than that the final section isn't hard, you can literally statis everything, I only had to heal a few times.
Fuck that shit. I died 2 times on that final sequence after the boss on Hardcore. It's my fault though for playing on my small, non-HD TV. I couldn't see where the edges of the debris were located. I started again on the living room HDTV today and completed it.
Hard to the core, baby! And oh, R1 to bang bang and R2 to pew pew pew is awesome. Real Space, real terror, real foam. Indeed. I finally have my 4th platinum.
Raul_Atreides said:
First try: I get bisected by one of the closing airlocks (when windows get shot out) in chapter 7. It's the room where the security beams activate when you get into the middle of the room and will detonate one of the conveniently placed exploding canisters next to the shattering window. And of course i miss the shot to close the window. (Lesson learned: kinesis those canisters away from the window before the lasers activate)
My suggestion: shoot the window first before you enter that room (by standing in the adjacent room). You wouldn't get sucked into the window because you are too far away.
Third try: Get to a room in chapter 8 where one of those exploding arm guys drops in next to one of the shattering windows and i accidentally blew him up, and was too close to the window to even try to close it.
I think that's Chapter 9. And yes, that one is difficult. There are two ways to do it better but both still have the chances of you dying. The first one is to go over to the left area, far far back and shoot the window yourself. You'll still get sucked but you have ample of opportunities to close the window. The second one is to shoot the window first while you're inside the lift. If you do this, you only have a few seconds to shoot the failsafe BUT because the area is tighter, your aim is usually always focused on that failsafe instead of elsewhere to the left or to the right.
In conclusion, fuck shattering windows
I concur.