After the unanimous vote by the line of criticism, and the good results with the public, the first Dead Space is gone to place among the most important titles for next gen consoles, occupying the place left vacant by the questionable consequences action of Resident Evil 5, and no mighty Silent Hill Homecoming, i.e. that of reference point for modern Survival Horror. With Dante's Inferno by Visceral Games kids have shown to be able to do well in another type of game, other than the now classic DS, fueling if possible even more the hopes of those who waited with trepidation the following the acclaimed horror fiction. The backrooms of the Ishimura, the necromorph-killing destruction that emerge from nothing, extraordinary graphics, the gameplay unassailable, emotions that only the title of this fantastic genre can give us, they were all elements to which a true fan of the first chapter would never wanted to give up; so developers don't have failed to reproduce what we have all appreciated by implementing new features and improving an already excellent control system, enriching a plot interesting unexpected consequences gi. The widespread rumor that preceded the release of the game, according to which DS 2 could be a TPS pure e3 pi a Survival Horror, is revealed to be not entirely founded, and although the combat system was perfected, the balance between the shooter and the sections such as exploratory makes the resulting experience is another step forward for the series, and not an involution as someone could think or even a decisive turn in the direction of the Shooter.
PLOT
The events of the first episode are indispensable in order to better appreciate the sad story of Isaac Clarke, a good idea to play the two chapters in sequence, much more that still remains a DS game. A brief summary, the background for the accuracy of this game on the disk anyway, just because the plot element is fundamental in a production like this, increasing involvement and identification. Beautiful really the story, written in a credible way and full of twists, structured in chapters "dynamic" that doesn't break the narrative pace. We left the protagonist fleeing from Ishimura infested with monsters or aliens, and alleged such fanatics ready for anything to bring the brand and their faith in chiss what purpose. DS 2 events take place mostly in a new location, much more extensive than the preceding, the Sprawl, a veritable orbiting city with schools and malls. The possibilities offered by a setting time varies for not adeny the evocative atmosphere of the series, but they strengthen the effectiveness, at the expense of that backtracking this in first release. Do not disappoint the narrative, engaging from start to finish, with Isaac Clarke that we see often in the face and that for the whole game parler (thing that was absolutely not in DS) deepening cos the character and its facets. The anonymous and silent hero of the first chapter was a good found I had minimal that charm that now there, but I think it was perfectly right, and consequential inevitable change direction. The mental situation of Isaac worrying to say the least, he is ritrover at the beginning of the game, hospitalized in the psychiatric ward on Sprawl with a straitjacket that limiter movements in the intro. His late girlfriend Nicole, the perseguiter through the pestering and terrifying hallucinations in a dangerous imbalance between reality and imagination. Good credible portrayals, all with their own personality.
GAMEPLAY
The look purely ludic what most impressed me DS had, even more claustrophobic atmospheres or inputs to "betrayal" of some necromorfo that I was jumping on the Chair. How you can improve a control line is perfect, which pushes you to replay a title just because incredibly fun and rewarding? Easy: reviving it identical but filed in its objectionable artifacts. Without a cover system, without the chance to make even half a jump with one click not too effective we are in the midst of game situations ranging from pi perturbed with hordes of enemies coming from all over to moments of (apparent) calm and exploration. Everything works as it should, whenever we aim a necromorfo for smembrarlo, whenever we escape from too many opponents, each shot totally manageable by the right stick, each step of Clarke inside (and outside) of Sprawl. The most obvious new developers have reserved sections to serious zero, in which now you can freely "wallow" in flight, and before we could just jump from point A to a b. unexceptionable also this Choice. The inventory system, shop and everything else for a management of decorative articles and very functional and dynamic arsenal without this pause menu for example, to change weapon or use medipacks and stasis. Some shortcut makes the experience even more immediate and natural. Perfect Gameplay, or almost, there's more to add.
TECHNIQUE
Under the title of exquisitely technician and a masterpiece. A real feast for the eyes, maybe even better to look at that play ...Every character, every necromorfo looked after properly, then are fantastic settings, worthy of a talented architect, masterful lighting management, even in large spaces leaving those landscapes and disturbing. Even more crowded the engine holds very well (I counted maybe three shots throughout the duration of the single player campaign) and returns materials (especially inorganic) perfectly credible and comparable to the real counterpart (if it exists). Stylistic choices by applause, convincing design and a good dose of aesthetics and creative complete work artistically. The audio industry, not least that good pi dubbing in English, but the environmental effects are nothing short of evocative and timely comment music to make a difference, especially if used with a system that channels the audio directional extra outputs.
FINAL COMMENT
Purchase forced unless you like video games, or to limit the genre (but even there I would do a little thought). Between the triple A titles released last year, like Assassin's Creed Brotherhood (great game) for example, Dead Space 2 manages to emerge, to take the flight to unreachable peaks because of a complete, accompanied by sparkling visual appearance as a precious stone, a good plot, a stellar giocabilit (comparable to me only to that of FIFA 11) and a first-rate technical sector. Treat for fans: the online multiplayer, pretty funny but a little chaotic for my taste and still an interesting compendium to this must-see masterpiece longevit. One true flaw with this exceptional production in my view the Plasma Cutter collectibles offered in limited edition, almost an insult to fans of DS. Those who have purchased can understand what I mean, but I forgive you, dear EA look forward though as the number 3!
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