![]() ![]() ![]() I'm not a fan of the weapon crafting system either but I realize that's probably personal preference. Here, since it's all the same, I have no reason to go back to the plasma cutter when I have a rifle that fires three round bursts that pin people to walls and electrocute them at the same time. In the first two games, I would hoard Force Gun ammo, making my way through most of the game with the plasma cutter and saving the bigger guns for frantic encounters or bosses. The bigger issue here is the fact that there is always too much ammo because it's all the same. The ammo system is definitely a step back but I understand why it had to be that way if you're making the design decision to let people craft whatever they want. I've lost a room or two of progress several times over the course of Dead Space 3 because "Inventory saving" is not the same as "Progress saving". One of the things I liked most about Dead Space 1 and 2 was when I would finish a chapter or area and find a safe spot (with a bench, store, etc.) where I could do inventory management, grab upgrades, then save and quit so I'm ready for the next session. Coming out of a workbench doesn't auto-save coming out of a Rig station doesn't auto-save instead, it's seemingly "notable" rooms or areas. ![]() I despise how auto-save is implemented here because it's seemingly random. Playing Prey recently put me back in the mood for Dead Space, so I decided to give it a shot.įirst, let me say that despite everything else I like about the game, I would probably rate it much higher if they hadn't completely overhauled the save system. I was a big fan of the first Dead Space games but was turned off at Dead Space 3's mechanics changes at the time of release. I recently picked up Dead Space 3 on the XBox Backwards Compatibility sale and committed to playing through it regardless of how I felt. ![]()
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