I can't believe they went with this:even if the gameplay turns out great somehow, there's just too many chunks missing and changes made, certainly the soundtrack for one, ain't nobody want no spooooky Bioshock ambientscape
>Give an example that prove me wrongName three remakes that are better than the originals. And if you're gonna say one of the Resident Evils, think again before I click on that popamole button.
If you're into monochrome, yesResident Evil 1's remake is superior.
The devs+Nintendo say otherwise, plus the game has unique content and some gameplay/level changesLA:DX is not a remake.
Still a remakeAM2R is a fan project
Better AITwin Snakes has worse soundtrack.
tbh the first level music is extremely annoying and I turned it down as low as possible without outright muting it, I can understand why they changed itI can't believe they went with this:
How the fuck is Twin Snakes more challenging when you can shoot in first person from safety, thing you couldn't in the original? it's the biggest criticism the remake receives and it's completely valid. Also they butchered the atmosphere (lush greens and blues turning into grey).More challenging
This is a huge meme perpetuated by MGS fanboysHow the fuck is Twin Snakes more challenging when you can shoot in first person from safety
Oh fuck off, the game looks betterAlso they butchered the atmosphere (lush greens and blues turning into grey)
They could have done a faithful recreation with better graphics
tbh the first level music is extremely annoying
Better AI
More challenging
MGS2 tech
^ The franticness of the music is the point
I don't know why people think SS would suit ambient spooky music, dark shadowy visuals, and slow-paced gameplay, basically just Dead Space in first person. Maybe it's down to SS2's unfortunate influence, though even that game seems to have a reputation for atmospheric horror that far exceeds what the game actually contains.
The music's obviously intentional, it even plays dynamically! The intense riff from Medical kicks in as soon as you leave the starting room and get the first medical bots careening towards you. The cyberspace music too, where the thudding drums and faster melody kick in whenever you exit one of the tunnels and get into combat.Yeah no, even if it was some intentional point (i doubt it), i still find most of the music ear grating - and if the point was to be ear grating then, that was a bad choice as far as i am concerned.
You can like the music and there is nothing wrong with that, but personally - aside from a few clips - i never really liked it regardless of any reasons/excuses there might be for that.
I'd suggest that SS1 is largely built around the idea that the player will have the timer enabled (same for the other difficulty settings, the "ultimate" playthrough will have the player turning all of them to max). It makes the plot much more immediate and intense and brings out the best in the mechanics. The game's basically about resoruce management, the systems work better when time is a constantly-depleting factor to weigh into your decision-making. You've got to decide when it's appropriate to use the powerup drugs to speed through a section, when it's necessary to play more cautiously and slowly at the cost of crucial time (foremost example I can think of is the snipers in alcoves on the communications level, which you can't realistically brute force your way through), and when it's appropriate to get the laser rapier out and go mental.Of course you may feel like these games are fast paced, but at least personally when i looking around in some rooms, trying to find some pickup, jack, button or other object while there is dance music playing in the background i find it a bit jarring (and if it is SS1's MIDI bleeps and bloops it is also annoying).
I disagree. Certainly, the "lore friendly" way to play the game is to crank the difficulty to max on all settings (except cyberspace because fuck that), but it's unlikely how the majority of people experienced the game on their first playthrough. I imagine most left the difficulty at the default 2.'d suggest that SS1 is largely built around the idea that the player will have the timer enabled
Instead of this:even if the gameplay turns out great somehow, there's just too many chunks missing and changes made, certainly the soundtrack for one, ain't nobody want no spooooky Bioshock ambientscape