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Oh god, I loved this game to bits. Played through it on both Wii and PS3 and I've got only one answer to the convoluted inventory and flashlight/gun/2hand mechanics: These guys wanted to make a VR game 10 years early. It'd be drat near perfect on current VR gear. No survival horror game since has really matched AitD 2008 for me for the immersive yet cinematic qualities it brings to the table, especially the brilliant soundtrack. The entire opening section is a major high point, the collapse and fire create a great amount of non-combat tension while teaching you all the basic tools for combat before you encounter your first enemy. That's good design there. The ambition in its design does cause some parts of the game to falter considerably and the unconventional systems within it can be tough to acclimatise to, honestly it's a game best either on Wii or PS3 and the Xbox/PC versions are afterthoughts.
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# ¿ Oct 5, 2017 13:57 |
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# ¿ May 12, 2024 05:47 |
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Blame Uwe Boll.
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# ¿ Oct 6, 2017 21:46 |
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Hel posted:See the crafting system is great, you can make Impact Molotovs, Bouncy Molotovs, Sticky Molotovs & Extra Damage Sticky Molotovs, it's an almost entirely Molotov based crafting system . But dumb jokes aside this game gets right what 99% of other crafting systems fail at: Letting you use similar items to make the same thing, like both handkerchiefs & bandages are valid fuses and you can use any kind of spray can to make they flame-thrower not just the anti-insect one. Yeah, not simply using "generic all purpose material x can do a, b and c" actually makes it feel more like you're McGyvering it up, even if the crafting list is fairly limited.
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# ¿ Oct 10, 2017 12:30 |