Fun Stuff > CLIKC
Dead Space 2: That Thing Was Pissed
David_Dovey:
I BET THE WOMEN IN THAT COMMERCIAL AREN'T EVEN REAL MOTHERS
Johnny C:
are you calling EA a liar
KvP:
They probably were, but they were probably shown a specific scene in the Sprawl elementary school. Or one of the several scenes meant to disturb people who fear eye injuries.
Anyway, protips!
- Keep one power node on you at all times. The power locked doors are 100% worth opening, and there are a few that have multiple power nodes behind them, so you get a net positive.
- Again, the pulse rifle absolutely wrecks shit. It is useful against everything. The secondary fire is now a grenade, which is incredibly useful for flushing out stalkers hiding in cover. A fully upgraded pulse rifle will carry you through the entire game. I've heard the same about the fully upgraded javelin gun.
- Suit air upgrades are pretty much entirely useless - you start with a very generous 2 minutes of air and all but one of the vacuum sequences contain multiple easily accessible o2 stations.
- A lot of people seem to prefer the Ripper... Its range is significantly reduced from Dead Space 1 (it's essentially a melee weapon now), but that's what keeps it from being massively overpowered as it was in that game. The only thing it's not good against is the kamikaze necro, as they will explode when they hit your blade. For packs of smaller necros the force gun is ideal (and will net you lots of telekinesis grenades when fighting kamikazes), and its secondary attack will handle most larger necros who are only stunned by the primary. Really there isn't a useless gun in this game, but a lot of people do without the prox mine gun, which makes stalker encounters a cakewalk but otherwise are somewhat tricky to utilize.
- Buy the contact beam even if you don't use it, and keep it in your inventory. Selling the ammo that enemies drop will net you massive cash.
Ikrik:
yeah, the locked doors are totally useful here, I was impressed by most of them for actually being quite beneficial.
The flamethrower is quite improved as well, I remember everyone hating the version in the first game.
And oh man, can we talk about how kenesis is actually useful in this game?
Oh, avoid the Seeker Rifle, I don't know why they thought it would be useful, it is not.
As far as the vacuum sections go, Dead Space 1's were far superior in every single way. This time around I never worried about air, I was never really surprised when an enemy attacked me from behind. They were highlights in the first game and in this one I can barely remember them at all.
Melodic:
i love my seeker rifle! it's perfect for stalkers and bigger necromorphs that i can't be fucked to chop to bits. plus, ammo for it is fucking everywhere.
i have to agree about the vacuum sections though: in the original, whenever i walked into space i was frightened and twitchy. in 2, i find myself a little more... awe-stricken.
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