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#1 |
![]() Join Date: Jun 2009
Posts: 19
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What was going on in the heads of the developers?
Why is almost every single encounter in Dead Space 2 played out in close-quarters combat? Even with stasis fully upgraded it makes little difference. Enemies constantly pop up directly behind me, on top of me or in front of me, leaving me little if any room to systematically dismember them. I'm forced to fire in a frenzy, wasting valuable, scarce ammunition.
I stasis one, but then another pops up behind me. By the time it's dispatched, the other has left stasis and is on top of me as well. These kinds of scenarios would be perfectly exceptable in a hack-and-slash game, but this is a shooter. Weapons like the seeker rifle are almost entirely pointless because of their lack of close-quarters properties. So frustrating. |
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#2 | |
![]() Join Date: Oct 2009
Posts: 10
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Quote:
You Should try using the Contact Beam with full upgraded alt fire. If you ever get surounded alt fire and it's dead or frozen from stasis. You could also use the Force gun for close-quarters, also it has cheap ammo. Some guns like Seeker Rifle or Detonator I didn't find all that useful but still fun to use.
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#3 | |
![]() Join Date: Jul 2011
Location: Yorkshire. UK.
Posts: 389
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#4 |
![]() Join Date: Feb 2010
Location: Shefford.Bedfordshire.Uk
Posts: 4,820
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Thats the point. The scare factor would be nowhere near as big if enemies only appear in front of you. Thats why it was contender for GOTY. You have to think fast and be tactical and resourceful.
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#5 | ||
![]() Join Date: Jun 2009
Posts: 19
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Quote:
Quote:
As it stands, the gameplay and enemy design are constantly at odds. |
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#6 |
![]() Join Date: Oct 2010
Location: Okinawa Japan
Posts: 5
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I think this would have been a better as a first person shooter, maybe with the arms in your view or something. but my friends wont play this game because of the awkward shooting style and constant pop up enemies from behind and such.
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#7 |
![]() Join Date: Jun 2011
Location: Midwest!
Posts: 623
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I'm a FPS nazi, but DS 1/2 and gears have been the only third person shooters I've really enjoyed. But think about the atmosphere you adsorb in third person, it helps you see those pesky tentacle munsters in the corner of your screen. I think you get a better sense of control and proportion in this third person environment. EA hit it straight on the nail with game design.
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#8 |
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Shut up and Kiss Me!!
![]() Join Date: Jul 2010
Location: Leigh, Lancashire, Old Blighty
Posts: 2,278
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gotta agree with this. although it definately adds to the terrifying, underwear filling scene of the game, it makes, at least my own, prospects of attempting this on hardcore zero. its fucking hard on casual. it does get very frustrating at times being surrounded and you just fuck it off and fire recklessly. they should have made these scenarios less often, imo. and that fucking regenerating shit on the last two levels can go n' suck a dick. i hated the two in DS1, but at least you could kill them.
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#9 |
![]() Join Date: Jul 2011
Posts: 76
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So, you'd rather the enemy struggling to get to you in plain site on the other side of the room? Doesn't sound very entertaining to me.
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#10 |
![]() Join Date: Jul 2011
Location: earth and i am an earthling
Posts: 120
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You have to anticipate, it's not hard.... The seeker rifle is actually VERY helpfull, it can kill a tripod from the end of a room...
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Hello people of xbox! LET'S PARTY |
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#11 |
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This time, it's personal
![]() Join Date: Jun 2009
Location: UK
Posts: 1,196
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I can deal with the close combat, that's the nature of the game, but I wish there was a quick turn feature, so you could do a quick 180 just by pushing
& or something.
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#12 |
![]() Join Date: Feb 2009
Posts: 44
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Definitely agree, I also agree with whom ever said combat is frenzy like, so often you end up being surrounded at close combat and it becomes impossible not to get hit, grabbed or spat on, even at range it can be unavoidable to be spat on, you just end up hitting stasis then either running away to turn or shoot up or freaking out with a ripper blade in every direction.
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