Xyphon said:
Jesus Christ. Has the attention span of the gaming community gone down so much that we can't wait a measily 20 FUCKING SECONDS FOR A GAME TO LOAD A FEW THOUSAND INDEPENDANTLY MOVING NPC'S!?
Not every game can be fucking GTA. -.-
Dude, have you played it? The loading screens are ridiculous throughout the game. For instance, there is a lag of at least 30 seconds between the opening 'press start' screen and the menu coming up. The screen just freezes. First time I played, I thought the game had glitched and shut down. Then it takes about a minute to save/load a game each time. Frankly, the inter-area load times are the shortest, though still far longer than in the first game. I'm not sure why that would be, as the number of zombies seems pretty much the same.
chaos order said:
dammit this game look hilarious but the timer REALLY puts me off. i mean i want to explore a bit and experiment with the weapons dammit
Zhukov said:
Urg. That sounds horrible.
I hate time limits and I like exploring every little nook and cranny.
Clearly this game is not for me.
voorhees123 said:
Im put off by the timer system, especially if its the same as the first game. I did love all the fun had at killing the zombies though.
It really isn't all that bad. I think the reason the developers implement the time limits is not to make the player feel as if they're making important decisions, but to encourage re-playability. As in the first game, at any time you can restart the game and take your levelled up Chuck with you. So you could play the game for 20 hours doing nothing but mash zombies and do only story-critical missions (similar to the original, you fail the game if you miss these) or spend the whole three days ignoring zombies and exploring the shops to find survivors, then restart and do the story. It also makes the game's early stages more fun when you know where to find shotguns, what combo weapons to use, and you have a decently sized inventory to cause mayhem with.
John Funk said:
Sorry, should have clarified. At first, the game doesn't really make it CLEAR that you can use an item without a combo card - and you won't be able to use them to their full extent. I didn't even know I COULD use items I hadn't gotten the combo cards for until I was... near the end of the second day?
Wow. That's just...wow. About an hour into the game, the security guard gives you the maintenance room key. Then, next time you leave the safe house, a cutscene takes you into the room where you make combo weapons. Naturally, the first thing everyone does is combine the items within - bat & nails - and then cackles like a loon at how awesome it is. What made you then think "Huh, I don't have a card for this, I probably can't use it" instead of running outside to shred zombie faces? I didn't even realise what combo cards were
for for a good few hours, I was just running around getting random items and trying to combine them for more carnage. But more on that below!
John Funk said:
I just feels like the game could have encouraged a lot more experimentation there on the part of the player.
On this point, however, I totally agree. While there are a lot of combo weapons there are far, far more combo
items with very limited use. After a while I got tired of filling my inventory with random crap and running to a maintenance room only to discover that none of my stuff would combine with any of my other stuff. I gave up trying, and started waiting for combo cards to appear and tell me what to do before going looking for the objects.
My other objections with the weapons is that apart from the combo ones, they don't feel meaty enough. Smacking a zombie with a bat just isn't very satisfying this time around, and weapons seem to break far too easily. You'd think combo weapons would have more durability, but they seem to break almost as easily as the base items.