![]() For example, there is a sidequest that involves a character that is unlike any other enemy in the game. And I agree with those people, but there is also something about how the game sets up your expectations as a player and then lets you down. There was a topic about it a few days ago and most people where pilling up on the OP saying that exploration and discovery are rewards in themselves. Stealth is absolutely overpowered, but there is no incentive for me to make things harder for myself by going loud. The best way to avoid being killed in combat in this game is not engaging in open combat in the first place. I could snipe enemies across my range of view, don't make a noise and never alert anyone. I got the silenced LIMP-10 and used the range, power and aim trinkets and that was it. ![]() The system is very simple and once you get a weapon you like, there's very little reason to try others. I know Deathloop is not a "looter shooter", but it does have different guns with different levels of rarity and the ability to mod them. I really don't need to take more damage but deal more damage when I'm headshooting everyone with one bullet. There is a good number of trinkets, but, again, only a handful are really useful: those that boost what you need to move around better and use Shift/Nexus better. Aether is relatively more useful in certain situations, but stealthing is so, so easy in this game that its use is greatly reduced. Nexus everyone, pop a headshot, the room is clear. They are simply less useful that shifting around and killing more than one enemy at the same time. Havoc and Karnesis are one-trick ponies that I used literally for two Trophies and never again. Blink, I mean, Shift and Nexus are the only two powers that I honestly needed. Trying to kill the targets at the party without anyone noticing you? Here's this enemy that will chase you across the map and just know where you are at all times, ready to ruin your stealth! (Oh, and you also have to take a detour to the antenna to hack it if you want to leave!). Even as an AI enemy, she becomes this constant nuisance that gets in the way of whatever you're doing. but after the 10th or so it becomes tedious. Julianna invading you was fun the first few times. Loop stress doesn't make the game more challenging, but rather simply more annoying. Even visionaries are basically the same standard type of enemy with a bigger health pool (that you can still totally obliterate with a headshot from a powerful gun or a melee execution). There's a distinct lack of enemy variety. Enemies are a bit too bullet spongy, unless you aim for the head, in which case they are dandelions and you're a massive hurricane in their path. They set up this really interesting world and they do basically nothing with it. I now feel that, narratively, this game was a void experience for me. Sad to see the, huh, ending validated my opinion. I started hitting the major narrative points and they fell absolutely flat for me.
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