Saturday, March 5, 2011

Dead Space 2 for xbox

Rewarded with half a commercial success, whispers floating, with the first Electronic Arts Dead Space had yet touched an audience - and critical - in search of excitement and anxiety burdensome. Not wanting to hang over the many accolades drowning the Net landowner, developers in Visceral returned to their spacious studios to tell following spatial misadventures of Isaac. But we wanted the moon, have they lost their good fortune?

Many are disappointed that the generation to rail against the complete lack of Survival-Horror way of yesteryear Resident Evil With fixed camera angles well flippants corridors at right angles frustrating readability level but to make unbeatable surroundings as distressing as film. Since Resident Evil 4  and insolent success, horror games "modern" does more than combine shoulder camera, up to reinvent the genre of young grammar. In the stakes of fear factor by pixelated setting this key action generated by this new perspective, focus is easier when you see the back of the character through a preset angle emphasizing the dramatic side, the revelers home Visceral proved with the first Dead Space  their talent. At that point Louis Leterrier Himself (Director of Clash of the Titans) Swears to high heaven to anyone who will listen how the track is edited EA was more frightened than any other game Would he mind a little short? Amnesia, that is just an evil that affects our old friend Isaac Clarke left half-crazy at the end of his first journey into space, and the player will be happy to regain control in a prologue that is worth its weight in peanuts .

And the least we can say is it is damn in the ca-cambouilli Clarke. The first few seconds of Dead Space 2 make clear tons, and I must admit it's a real treat. Blood per hectolitre, which stressful events scripted well wake the dead, suits, explosions, transformations, fans The Thing go to repaint their underwear. Fortunately, to survive in the urban world of metal and of the gigantic space station Medusa, Isaac can count on the excellent foundations laid in the previous episode. Connoisseurs will not be disoriented, as all (or almost) in the general handling and the gameplay remains unchanged. In a clean interface where everything is displayed directly on the main character and its accessories (the standard of living, ammunition, supplies of stasis), the player must dismember his opponents foul to kill once and for all (the ball in the head not strictly for nothing) to recover bonuses and exploding ammunition to kick their bloody carcasses. Miomir! Credits found here and there can acquire new weapons and equipment foils, while cleverly hidden experience points (and also buy) are used to change all these pretty little things. What make the overall gain less flat and impose difficult choices on how we must wisely use his rare skill points and some money.

The main novelty of the gameplay Dead Space 2 resides in the system of stasis, this technique allows both distance and then turn to project any object for this purpose that slow or freeze obstacle and enemy (or group of enemies after several changes) to can all cut a little more quietly. This power saving, unlimited use in terms of the psychokinetic ability, is now also the slowing of time. Indeed, if stasis can be recharged in many ways, the gauge fills up anyway to itself with a bit of time without using it. Be encouraging the player to stasis in abundance without fear of being short, especially as the severed limbs of monsters can then be used as deadly javelins against other enemies. Handy when you're back on dry side ammunition. Yet this change does not necessarily easiest game in the clashes as might have been expected, the stasis of slow recharging very slowly, forcing the player to make the right choice when the center of the arena. Once again, the artificial intelligence of filth on legs provides greatly. If the enemies behave basic zombie classic that is most to fear when we find ourselves in the midst of a group, some species (particularly new ones) are awesome and twisted spirit level displacement vicious or unpredictable. More than usual, we will have every inch monitor and devise plans to avoid intelligent folds of dying under repeated attacks Necromorphs. Finally, we note a bestiary varied mix of previous monsters such as new (badly) from forcing the player to remember the weaknesses of each, that must be achieved despite the panic that emerges during a confrontation over cons three creatures simultaneously.

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