I never felt that were that many loading screens. It happens mostly between chapters of each level. On the gameplay aspect, I enjoyed it, though I can understand why some people find it unstimulating. I think the industry has a trend of trying to cram as many different types of gameplay as possible into one game. Some developers pull it off, many don't, but it has made gamers expect this plethora of activities. I've seen people complain that there was too much jumping......in a platform game??? Anyway.Eternal_Lament said:If that game lost any sales, it was probably because it was a fairly mediocre game. Interesting concept, but substandard gameplay and constantly loading screens do not make for an enjoyable experience. This just sounds like McGee trying to save face just in time for Akinaro, so that if anyone asks about the lack of success with his previous outing then he can put to someone else as the problem.
Maybe it was because I had it on the PS3, or because it was used, but I found that there were a lot of long loading screens, whether it be from reloading a checkpoint or transitioning to a new area, not just a new chapter. Gameplay wise though I actually didn't like when they tried to add some new or random gameplay elements, such as the submarine section or 2D area, as they sort of felt tacked on. My issue with the gameplay was that things felt a little bit too floaty, and I don't mean Alice's ability to glide, I mean that things sort of just felt loose. The controls, the placement of platforms, the reaction to jump inputs, it all felt a little bit too free and loose in my opinion. That and the combat never really felt fulfilling enough to enjoyshiajun said:I never felt that were that many loading screens. It happens mostly between chapters of each level. On the gameplay aspect, I enjoyed it, though I can understand why some people find it unstimulating. I think the industry has a trend of trying to cram as many different types of gameplay as possible into one game. Some developers pull it off, many don't, but it has made gamers expect this plethora of activities. I've seen people complain that there was too much jumping......in a platform game??? Anyway.Eternal_Lament said:If that game lost any sales, it was probably because it was a fairly mediocre game. Interesting concept, but substandard gameplay and constantly loading screens do not make for an enjoyable experience. This just sounds like McGee trying to save face just in time for Akinaro, so that if anyone asks about the lack of success with his previous outing then he can put to someone else as the problem.
On another point, I don't get why people thought this game would be a horror game. The first one wasn't and all the gameplay and previews never pointed to horror ala Silent Hill or Amnesia being important. It always was about finding a way through the twisted images Alice has created in her head and rescueing some sliver of sanity. Literally battling her inner demons.
I have to admit, I agree with American and I love Alice, but this comment he made brought out a little bit of anger. I love Alice because it's so dark, and I'm certainly no casual. You almost had my full support, American.Tom Artingstall said:I'm not the only one slightly PO'd at that bit am I? "Oh no! We might upset the females if we're too violent!" The implication that female gamers are by default the casuals and that they're only interested in light-hearted games or games with female protagonists.... Urgh. This is why we can't have nice things."[These trailers drove] away more casual customers, like female gamers, who might be turned off by really dark trailers," he says. The game was not exactly directed towards a casual audience, but the developer argues that presenting a strong female lead coupled with a lighter tone would have made the game a bigger success.
No it didn'tSgt. Sykes said:I for one didn't buy AMA because it requires origin. Even though I loved the first Alice.