dylan barry on 3/6/2023 at 22:17
I also think cyberpunk would have benefitted more if it was a bullethell kinda affair with more defined projectiles and stylistic barrages of them to navigate around (NIER auto style). As it is its hard to know if you're getting hit or not.
D'Arcy on 3/6/2023 at 22:38
Henke: are you leaving them inside the elevators? In SS2 I do leave stuff inside the elevator, but here (and in the original) I leave them outside the elevator, just near the door. Then I select which weapons are the best ones for that particular level. And you'll only need four plastique explosives, one for each antenna array.
I like to use the Berserk patches. For bigger robotic enemies, the combination of an emp grenade followed by an attack with the laser rapier and a berserk patch applied is unstoppable.
Starker on 4/6/2023 at 01:04
One more exceedingly positive review focusing more on the technical aspects:
[video=youtube;LjQVf1vxQu0]https://www.youtube.com/watch?v=LjQVf1vxQu0[/video]
ZylonBane on 4/6/2023 at 03:36
Jesus, that guy was gushing about the remake like it had granted him immortality and he just wanted to return the favor.
Starker on 5/6/2023 at 02:06
One of the most negative reviews I've come across so far, and it's from a Prey fan no less. Didn't like combat, puzzles, cyberspace, recycling restrictions, reviving at cyborg conversion chambers, lack of handholding, level design, lack of immersive sim solutions to problems, game not being Prey (the new one from Arkane):
[video=youtube;zrw9ODFdTzU]https://www.youtube.com/watch?v=zrw9ODFdTzU[/video]
D'Arcy on 5/6/2023 at 08:41
This was one of the first reviews I saw; I like this guy's stuff about Doom Eternal. I really don't understand his problem with reviving. He wanted to have all enemies back and alive if you were killed - when you are revived it's not as if time goes back. You kill some enemies and you die, then obviously if you are revived and return to the same spot, the enemies that you killed are still dead. It wouldn't make sense that you would have to fight everyone all over again. This is actually my problem with cyberspace, it's annoying to me that if you die, you have to clear every room all over again. Also, puzzles aren't all the same as he says. I've been playing with puzzles set to 3 and having fun solving them. I haven't used a single logic probe so far. As for lack of handholding and level design, well, this is a remake. Fans of the original were the ones who payed to get it done, and I'm sure that they wouldn't appreciate many changes to these.
henke on 5/6/2023 at 09:33
I get what he's saying RE: respawning. It makes it too easy! Once you've activated a respawner, death is no longer a punishment, it's a reward. You get your health refilled while the enemies stay dead. Sure it makes sense within the logic of the gameworld, but from a gameplay perspective it's not great. Honestly I never even use the respawner, just hit F9 when I bite the dust.
heywood on 5/6/2023 at 13:01
Enemies respawn too. With combat set to hard, they respawn a lot. It's a shame you can't change at least the combat and puzzle difficulty settings mid-game, because if using the restoration bays is making it too easy, you should be playing on a harder combat setting.
Every time I circle back to play SS1 or SS2 again, I have to overcome my save scumming urges at the start. But once I settle into using the restoration bays, I really prefer the gameplay with them. If I'm playing on hard difficulty, there is always tension & difficulty around areas with a lot of enemy respawning, likewise when exploring a new level before finding the bay, when ambushed, etc. Especially in SS2, where your own life bar is often not your most precious resource.
Malf on 5/6/2023 at 13:27
The restoration bays feel like a half-implemented system to me. Honestly, first time I died and revived in one, I went straight to the achievements to see if there was one for getting through the game without using them. But nope.
When I realised that there were no in-game or meta punishments for dying and reviving, it kind of trivialised the game for me, which is probably partly why I've put it down for the time being.
It also meant that I did the whole reactor without any protection, as what was the point in waiting if I could just go in, grab the stuff I need, die, then revive with it in my inventory?
I can understand trying to push mechanics forward beyond simple Quicksave/Quickload, but there has to be some penalty for death.
dylan barry on 5/6/2023 at 16:02
They really dropped the ball on enemy respawns (on normal), the tension is completely gone. Its almost pointless having the puzzles happen in Realtime when you're as safe as you were in BioShock with the game paused
; Unlike SS2 where you'd have to find quiet places to hide and research (playing some owz), waay more immersive and creepy.
I really do prefer the original after playing for many hours. The archaic controls commanded respect, this is kinda just parading as something its not with its flashy "fps" looks