Don't get me wrong, that was very cool, and a great design choice, but 9 times out of 10, the game just turned into thisanthony87 said:As shit as a lot of things in that game were I would happily stick up for the co-op gameplay. Now I'm probably in the minority there but I played it with a friend while we were both in contact over Skype and there was moments where my friend would be seeing shit that I couldn't because of that character he chose.Corey Schaff said:Dead Space 3:
Who thought that adding Co-op play
It was different enough that we played through it twice as each character just to see the differences.
OT: Dawn of War to Dawn of War 2. I loved Dawn of War. Sure, it was a bit clunky from time to time, especially when it comes to base building (the buildings were huge, and you often had very little space to build them), but Dawn of War to me was like a flawed gem, and the game had huge potential to go from good, to great.
When the sequel turned up, what did they do? Well, they scrapped the base building of course. Yeah, all of it. To me, base building is one of the biggest parts of an RTS, and scrapping it not only removes a large part of the gameplay experience, but it needlessly simplifies the game.
Then I thought, "Hey, Company of Heroes and Dawn of War are pretty much the same game, so hopefully Company of Heroes 2 will be what Dawn of War 2 should have been!", the answer: Nope, Dawn of War 2 all over again. C'mon Relic: Get Dawn of War 3 out of the door, and actually make it good this time, okay?