![]() ![]() The sheer spectacle of all those tyranids on-screen at once is the only part of the 40K fantasy that Space Marine 2 is really nailing at the moment, but it's just not enough to carry the experience for me. At the second-highest (and recommended) difficulty level, I couldn't even turn my brain off and just let the violence machine go brrrrrrā -big boy tyranids take quite a bit of punishment to down, and getting overwhelmed meant a slightly irritating wait for one of my squad buddies to come give me a kind word and slap on the rump to get me back in action. With the shooting failing to carry the day for me, the demo's linear sequence of horde battles proved both dull and frustrating. It's hard to tell how much of the full arsenal this represents, but I do gotta say that I appreciate Space Marine 2's commitment to a Halo or Gears-style "you get two guns and a couple points in a level where you can swap them out." There were no loadouts to speak of and no green, purple, blue, or gray loot drops in sight, and god bless it not even a hint of "+6% chance to poison an enemy while flanking." I was also disappointed by the chainsword, which rather than ripping and tearing would smack against tyranids like a pool noodle. ![]() The weapons don't carry that oomph for me eitherā -these feel like assault rifles and submachine guns and not bolters, and I think they could do with deeper, punchier audio and more dramatic enemy reactions to getting hit with micro-missiles. ![]()
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