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An example is that it wanted to do survival horror with limited ammo and clunky aiming so you never feel completely safe. Cool, i liked the first resident evil games for that reason, it added tension. Which they then proceeded to add an absurd ammount of "hold out" rooms where you are fighting tons of enemies so it feels like you are playing destiny, except with limited ammo and aggrivatingly clunky aiming...
Another example is nearly every single boss fight in the first one had its "mechanic" for how you weakened it or whatever, but it RARELY worked. (there is a girl who is weakened by fire so you have to shoot valves in her face to slow her down but 90% of the time she just walks through the flames completely unaffected)
The first one was just objectivly bad. Not saying people cant like it, but from a technical standpoint of how well it worked and how its mechanics and gameplay aspects worked together, it was a red hot garbagefire. This one, while admittedly im not very far into it, actually seems to have its core gameplay aspects focused in 1 direction, rather than 5 different conflicting ones. It actually feels like its built to allow the player to choose to fight everything or not, rather than the first one that tried to make you feel like you couldnt, then forcing you too at every turn anyway.
But as with any series with multiple entries, once one is way different than the one before, many people who liked it the first way are going to hate the second, even if the newer one is objectivly and mechaniclly better in every way.
gtx 770 at the highest setting
just smooth like wind
Hell, let me do the same thing for TEW:
"have to find and stop the bad guy".
Done.