![]() Which SS2 cybernetics specifically? Implants? Yeah, unbalanced and not too exciting, though still more exciting than no implants. That'd add meaningful diversity and shake up the gameplay, which I think is needed as my memory of the individual groves is blurred into one and the headlamp and other methods of light amplification see little use. This gives me an idea: maybe one of the groves in the SS1 remake should be lacking lighting. You get multiple ways to amplify lighting in SS1, yet it is only needed on deck 3. If you mean SS2 was too bright in general and rooms/corridors too often appeared uniformly lit, again I'd agree, and again SS1 was the same. ![]() In what respect? If you mean SS2 simply wasn't dark enough in areas where it may have been beneficial from a gameplay aspect, then I'd agree, but SS1 was the same except for deck 3 if I recall.
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