![]() ![]() ![]() ![]() The bigger issue here is the fact that there is always too much ammo because it's all the same. The ammo system is definitely a step back but I understand why it had to be that way if you're making the design decision to let people craft whatever they want. I've lost a room or two of progress several times over the course of Dead Space 3 because "Inventory saving" is not the same as "Progress saving". One of the things I liked most about Dead Space 1 and 2 was when I would finish a chapter or area and find a safe spot (with a bench, store, etc.) where I could do inventory management, grab upgrades, then save and quit so I'm ready for the next session. Coming out of a workbench doesn't auto-save coming out of a Rig station doesn't auto-save instead, it's seemingly "notable" rooms or areas. I despise how auto-save is implemented here because it's seemingly random. Playing Prey recently put me back in the mood for Dead Space, so I decided to give it a shot.įirst, let me say that despite everything else I like about the game, I would probably rate it much higher if they hadn't completely overhauled the save system. I was a big fan of the first Dead Space games but was turned off at Dead Space 3's mechanics changes at the time of release. I recently picked up Dead Space 3 on the XBox Backwards Compatibility sale and committed to playing through it regardless of how I felt. ![]()
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