I see someone hasn't finished Der Geisterturm yet.Would have preferred an official explanation for the WTF ending of the first game, and what has the optional dungeon of the alternate ending do with it, but I guess that would be asking too much.
So, in short...
Doubt it. I'm planning to put the series on a backburner after DGJ, maybe, maybe I'll consider a small scenario right after it just to give the most hardcore fans a short but very brutal game to have some extra fun with.Also, obligatory question: Will the final game of the series be rendered in green, or in full color?
Not really a dream -- more like memories of a comatose soldier.
'Dreams' in this case are visions of character's demise -- think precognition, except much more horrifying. These visions are a rare talent in DG universe and only a few people actually have it -- most of them work for Eberbach as Commanders, and they are recruited at young age and spend their life in pods. They get drugged all the time to stay sane and to avoid falling asleep, as real their real dreams are horrifying enough to kill them. Their primary function is to foresee the outcome of important events and try to solve them in their heads, but this part of the universe wasn't really explored at this point.
Doubt it. I'm planning to put the series on a backburner after DGJ, maybe, maybe I'll consider a small scenario right after it just to give the most hardcore fans a short but very brutal game to have some extra fun with.
I've been with this series for more than 5 years, and it's time to move on to something different, and I'm dying to work on a different game, even within the same genre.
Whoa, I didn't see that one coming. Child super-soldiers are a staple of sci-fi and RL corps (in a few years, decades at best), but nothing in the first game implied this was an intentionally induced bad trip, at best a weird nightmare.
Soo, drawing game next then, after the saga of monochrome bots is over?
Automap was intentionally not added because I think freely-available automap breaks certain traps and spatial puzzles + makes the player focus on the map window rather than the game itself.One thing I would have appreciated is either (a) an ingame automap that shows everything you've explored so far or (b) support for Grid Cartographer (if the game does either, I missed it somehow). One of the reasons I was discouraged enough not to redo the Ship was that I had probably doubled my playtime non-exhaustively mapping everything to that point, and I didn't want to have to go over each and every square trying to find Armor Plates/upgrades/Access Cards etc again (because of course I didn't mark those spots on my maps).
The laser weapon IMO was mostly made for blowing up doors, mines, and other hazards, more than fighting shit, and it has 50 shots per clip, so it's no issue.It's a genuine CnC moment when you hit a door you can't open, or (as in the first Chapter) you're going through all those one-way doors. The tension between figuring out the puzzle and just blasting every door away (wasting precious ammo in the process) was nice.
The laser weapon IMO was mostly made for blowing up doors, mines, and other hazards, more than fighting shit, and it has 50 shots per clip, so it's no issue.
SMG and Assault Rifle are good against enemies with high evasion. More shots >> more chances to hit. Also...Took me a couple dozen shots to wake up to the wonders of the SMG/AR.