Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The ghost / rez mechanic was kind of cool though.
It's why his two items exist to act as padding for the first player: instant revive for your partner and a passive stat bonus that offsets the passive health bonus that enemies receive in co-op.
It's more of an argument about the flexibility that unanimous character choice permits than anything else. An example being Pilot + Marine, allowing for the Pilot character to reap a lot more ammo benefit from Marine's active item than the Marine could on his own. While it may seem insignificant, it surely had posed a problem during internal testing which would explain why the second player is relegated to a character specifically designed to be a sidekick.
That I can understand, but I guess I just yearn for the good old days when local co-op was local co-op (notwithstanding such games as toejam & earl, sonic e.g.). I get that the game is meant more or less to be one-player, but it seems to lose its flavor when that choice is taken away. there are very few true local co-op games being produced these days and it just makes me feel old I guess. That and I'll have to share first player with my wife since she wanted to be the convict ;) Surprised someone actually piped in with solid info though, tip of the hat to devs/testers combming the boards.