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Again nothing personal here but there should be a price-performance ratio somewhere. and with 2bucks/hour its already a "limit" for the most.
I totally understand the "arcade" idea behind the game and as I said, some people may be exactly looking for it, an oldschool formula with more fresh elements and unique style, but for many people - I guess specially younger audiences - it may not be enough and may sound like a faulty development.
I guess games got so complex and focused on positive reinforcement to keep players playing and happy that we really god hooked into it, and at times we play more to be rewarded by the games and its system than to actually just have fun on our own.
Nevermind me, I just keep repeating this theory over and over everywhere, as if it'd make any difference...
It certainly felt shorter than the first game to me.
Replayability. Hmmmm. Here's the thing. I loved the first game. It is one of the few games that I immediately played through a second time after finishing it the first time. That's very rare. I have played it through several more times since and I still love it.
However....I don't care if I never play the sequel again. And I haven't even finished it...I am at the Flying Saucer....I assume it's the final boss. No urge to bother playing any more.
It just doesn't have the magic the first game had. The fact that you could only fire horizontally is what made GGC1 amazing. It was Rolling Thunder for a new generation. In the sequel you can fire in every direction AND THE GAME ALSO AUTO-AIMS FOR YOU. This was a huge mistake imo. It robs the game of any tactics that the first one had. Vying for a good shot at the enemy... all gone. Just point left or right and fire and the auto-aim will kill all the enemies lurking just off screen. Often before you've even seen they were there. I found it rather boring in places.
I really hate being negative, especially since I loved GGC1 so much. And maybe that was the issue. GGC1 is a VERY tough act to follow. So I'll finish on a positive...this is still a good game compared to most side-scrollers; but for me, it's a pale imitation of the original masterpiece.
7 Days to Die is just over 20 Euros and I have 2000+ hours logged in that (and counting). Just saying.
The 360º shooting doesn't make it easier, as the level design works around it, so enemies also comes from top/below at many parts as well. It makes stuff less predictable merging vertical and horizontal scrolling during the stages, taking full advantage of the 360º aiming. It'd only make the game easier in case you could use the extra angles in your favor, and the level design wouldn't use it against you as well, which is not the case.
Regarding the auto-aim, maybe it didn't work like that for me, because I had trouble aiming at enemies on joystick (when going for headshots). There IS an aiming assistant option on the configuration, though, you should try disabling it if it's making the game too boring for you for some reason. You could also increase the difficulty level to match the challenge you want to face.
Its an open sandbox world game that though, totally different.
This might at least leave the player wanting to play through again with a different class, gear and weapons. And then co-op sessions would have more variety based on the players' varied class choices and set ups.
Maybe that's asking too much of this genre though, esp. at this nice low price point. :)