What this allows SS2 to do is make the various types of enemies resistant or vulnerable to specific weapons without the player feeling cheated. Which, now that I think about it, is not as common a gaming trope as it should be. For the most part, you can hear nearly every enemy before you actually see them. In fact, I find myself developing somewhat of a complex with these doors, as evidenced by nearly jumping out of my chair from the sound of one door – that I had just activated – closing behind me.Īside from the evil doors, I want to spend a moment and praise the overall sound design of the game in general. None of those really capture the unique (as far as I know) dread that is hearing the “whisk” sound of a spaceship door opening behind you. FEAR has some great moments, Silent Hill definitely gets the horror angle correct, and Resident Evil does “crash through the window” better than most. For example: it’s pretty damn scary, but not in the way you might be used to. At this point, I am roughly 10 or so hours into the game and I must admit that SS2 still has value to give.
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