![]() The horror aspect of being in confined areas with unkillable, often times hideous looking creatures was tense and effective. It just felt like it was trying to be two things at once from what I remember. I had no issue with it being about conserving ammo, just the way it was designed with the layout of stages, the music that played in those sections, and how many enemies are thrown at you. From what I understand that last patch that also fixed the aspect ratio, also allowed for more ammo to be found. Throughout, it was about getting the exact amount of ammo you need for the moment and no more. ![]() had to kill it or something as I ran around hoping not to die). I tried to conserve ammo, but there were a few sections that felt I should have been getting more ammo than I had (even one boss where I had no ammo and a friendly A.I. I thought the way they approached shooting in the game was awkward in how it gave the vibe of being a shooter like RE4/RE5, and yet it was far more about conserving ammo. I was somewhat conflicted with the main game when I played it on launch.
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