I guess Isaac's just a player then. If it's this easy for him to drop girls now then thank god there isn't a game about his High School life.So falling in love with someone else so quickly seems weird.Comas don't count as time passing for a person. To them, it would be an instant.
On top of that, I still had fun with the combat. It's a step down for sure, but it's still quite enjoyable at times, and when you throw in the crafting system there is room for some pretty cool experimentation.
While I very much enjoyed the first two entries in the series, the 3rd was still decent enough for me.
It wasn't as scary, felt more commando than anything else. Still had fun with it though, sad to see the series end like this, but meh... it is what it is.
Did you buy the game? If so then you're just as much a "part of the problem" as me, regardless of what you thought of the game in the end.Why accept less than what we had in the first two games?
Tight, smart, relevant and challenging (if people played on the proper difficulty level) combat.
You just admitted that the combat in DS3 is a "step down for sure". So why cut Visceral slack? They had an excellent thing going and fucked it up for the sake of including co-op and shoehorning in the microtransaction model.
Which leads to the crafting system.
It managed to make the strategies around what weapon to use and when pretty much irrelevant. Just keep pulling the trigger of whatever weapon you have. Strategic dismemberment of the nercomorphs became nothing more than gory explosions.
Universal ammo; which needed to exist due to making the weapon crafting worked took inventory management entirely out of the game which in turn encouraged more "point with the gun and pull the trigger" play.
You're part of the problem man. Visceral had an excellent model and threw it away for the sake of greed.
You and others like you enable this nonsense.
For the record, I didn't mess with the microtransactions at all and I really don't think they affected the balance of the game. I was worried about that going in but it never seemed like an issue to be concerned about.
Did you buy the game? If so then you're just as much a "part of the problem" as me, regardless of what you thought of the game in the end.
How do you know the weapon creation system didn't come before the microtransactions? I had fun with the crafting without the use of microtransactions, even if overall I prefer the simplicity of the weapons in DS and DS2. I went into the game expecting to hate it because of the microtransaction and by the end it seemed like it wasn't an issue.Just because you didn't use them doesn't mean they didn't impact the game.
Microtransactions needed to be in the game.
This led to the weapon creation system.
The weapon creation system was leveraged to attract the Call of Duty / Halo / Gears of War crowd that made the combat in DS3 a mindless series of shooting at necromorphs and watching them explode.
So...no. Microtransactions did indeed affect the game.
How do you know the weapon creation system didn't come before the microtransactions? I had fun with the crafting without the use of microtransactions, even if overall I prefer the simplicity of the weapons in DS and DS2. I went into the game expecting to hate it because of the microtransaction and by the end it seemed like it wasn't an issue.
The microtransactions just as easily could have been shoehorned into the existing design at a later point. The crafting system seems to me like an evolution of the weapon system that Visceral wanted to attempt.I'm not sure how old you are, nor do I know how long you have been playing games.
The weapon crafting system was the mechanism used to deliver the microtransaction model to the people that bought the game.
I'm not questioning that you had fun with it. You said microtransactions didn't affect the balance of the game. I'm saying the existence of microtransactions. most assuredly did.
The microtransactions just as easily could have been shoehorned into the existing design at a later point. The crafting system seems to me like an evolution of the weapon system that Visceral wanted to attempt.
How do you know the weapon creation system didn't come before the microtransactions?
It's possible, but I don't think it's a given. Weapon crafting systems existed long before microtransactions, and EA could have influenced that design decision before microtransactions came into the picture. Even if the decisions occurred at the same time I still don't think they affected the balance, like I said in my previous comment. The crafting was an interesting idea on its own, even if it had its share of minor flaws.Okay!
That completely makes sense. I suppose Visceral was just sitting on the perfect moment to launch their weapon crafting system that turns their fantastic survival-horror IP into shoot-bang homogeneity. I suppose it was just a coincidence that it fit as well as it did with the EA model of spending real money and gambling on loot bundles. (See Mass Effect 3)
You're naieve, obtuse or have zero clues...
Thanks for the clarification.Weapon crafting was one of the first things we started on after DS2. Microtransactions are what came late.
Okay!
That completely makes sense. I suppose Visceral was just sitting on the perfect moment to launch their weapon crafting system that turns their fantastic survival-horror IP into shoot-bang homogeneity. I suppose it was just a coincidence that it fit as well as it did with the EA model of spending real money and gambling on loot bundles. (See Mass Effect 3)
You're naieve, obtuse or have zero clues...
Weapon crafting was one of the first things we started on after DS2. Microtransactions are what came late.
Thanks for the clarification.
Personally I wouldn't have done weapon crafting the way we did it, but yes, it was one of the main ideas for DS3. A lot of people on the team like, play, and are influenced by RPG games with deeper non-combat gameplay and there was a desire to both have Isaac seem more like an engineer as well as add that type of creative gameplay.
It was definitely not a vehicle for microtransactions, at the time the system was designed nobody was even talking about MT and we didn't have them in the game until over a year later.
Hahaha, there's a love triangle now? Seems they threw Nicole under the bus quickly.
I'm just...disappointed man. I loved the first two...like...loved. Dead Space 3 was such a massive soul-suck for me.
Dead Space 3 is a good game imo. It's just not an excellent game, nor even a great game, particularly in comparison to it's predecessors. But it is a good game if I just pick it up and play it. The pure gameplay is fun and the world is different to most games on the shelves, if not original in larger fiction. The gameplay may be messier than the last two, the world slightly more tired, but that doesn't make it less than a good game, for me personally. So I'd haver to disagree with OP's statement. I would say it's probably up there just behind TR and Bioshock as one of my favourite games of the last six months.
Really? I enjoyed it. It was certainly better than DS2's final boss encounter.
I disagree with the OP's opinion on a single game. It appears that the correct course of action would be to dismiss all of his opinions entirely based on this information.
Weapon crafting to make Isaac seem more like an engineer again... How about having him do things in the story that make him feel like he's an engineer again as opposed to what feels like a bolted on system that is included for the sake of pleasing the publisher?
I looked up a timeline and I think it was actually close to 3 years between them because Isaacfor a while. The timeline was a little confusing to read though so I may have misread it,was in a coma
Personally I wouldn't have done weapon crafting the way we did it, but yes, it was one of the main ideas for DS3. A lot of people on the team like, play, and are influenced by RPG games with deeper non-combat gameplay and there was a desire to both have Isaac seem more like an engineer as well as add that type of creative gameplay.
It was definitely not a vehicle for microtransactions, at the time the system was designed nobody was even talking about MT and we didn't have them in the game until over a year later.
I really dont understand where statements like this come from.Combat: Strategic dismemberment, which was a unique (and useful) mechanic in the 1st two games, still works, but only in theory. Since every room involves piling enemies onto enemies which are silent when coming from behind, move like the wind, and are bullet sponges, the best strategy was to just shoot as many bullets as possible until they stop moving.
I'm just...disappointed man. I loved the first two...like...loved. Dead Space 3 was such a massive soul-suck for me.
Someone on your team is made some incredibly poor decisions. They might be super nice. They might have the very best intentions...but someone made some key decisions that compromised DS3.
I really dont understand where statements like this come from.
If you dont aim for the limbs you will have a very very hard time in DS3. the irony is that you call them bullet sponges, which they are only when you dont aim for limbs but the torso. just like in DS1 and 2.
I used mainly the plasma cutter thorugh both my playthorughs and I think it was by far the best and most satisfying weapon, if you aim for the limbs.LOL. That's not true at all. You're only going to have a very hard time if you're actually trying to aim for limbs and go for one-on-one dismemberment like in DS1 and DS2 instead of just constructing a super-weapon. If you use one of the electricity-based weapons, you can pretty much mow them down in 1 or 2 hits with no regards to how or where you hit them. I know because that's what I've been using: an electricity-based weapon on the top and a force gun on the bottom for crowd control. The poor plasma cutter is only used when I have to fight that annoying giant crab who refuses to die and overstays its welcome.
With the way they designed the fast-moving enemies, there's no point in using plasma cutter and going for limb dismemberment when you can just aim, hold, and unleash a barrage of electricity that'll fry or at least knockback most, if not all, of those annoying mobs. With my weapon, they'll have to be *extremely* lucky to get close to me. And that's usually because I allow them to (in the case of Feeders) so I can hit a few in one go.
but if you hit the limbs, you DO more damage, therey no denying that.
With the way they designed the fast-moving enemies, there's no point in using plasma cutter and going for limb dismemberment when you can just aim, hold, and unleash a barrage of electricity that'll fry or at least knockback most, if not all, of those annoying mobs. With my weapon, they'll have to be *extremely* lucky to get close to me. And that's usually because I allow them to (in the case of Feeders) so I can hit a few in one go.
The vibe they give is overly ambitious and trying to be all things to all people rather than focusing on refinement of a formula that wasn't broken to begin with. I'd love a sequel that explored dread, tension, freedom of exploration, and a more sophisticated minimalist presentation, but given the trajectory of the series I suspect that's the last thing we'll see.
Now, I appreciate I might not be as good a player as you or are you PC? It may be that Limb Dismemberment may still be intact to an extent with Keyboard and Mouse.
If only engineering was that easy. I'd have a masters degree right about now.From the demo at least, the weapon crafting system felt like some facebook-game level of shit. Was absolutely abhorrent. But I guess they wanted us to have the "feel of an engineer".
but if you hit the limbs, you DO more damage, therey no denying that.
there really isnt even a reason to discuss this: damage to limbs DOES much more damage, thats a fact.
sure, you can use your spread weapons, that do less damage than accurate weapons, but you could do that in the previous games, too. the games gives you that possibility. but you cant use spread weapons and say that damaging limbs is not rewarded.
I mean I also used a flamehrower, which does very high damage at a very close range, for certain situations, but I dont walk around complaining that I didnt have to aim for limbs with it, that would just be silly. weapons are mant to work differently.
That's my fucking point: limb dismemberment has been turned into a joke in DS3. If you want to play efficiently and frustration-free, you are better off making super weapon. This is not the case at all in DS1 and DS2. In fact, you can go the entire of both games using just Plasma Cutter. In this one? Not without the help of other weapons.
That's my fucking point: limb dismemberment has been turned into a joke in DS3. If you want to play efficiently and frustration-free, you are better off making super weapon.