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oh my god Dead Space 2's ending section has to be the cheapest one ive ever played

People are missing the point here, maybe I should have expressed myself better. Im not saying it's the hardest thing ever or impossible to get through, im saying its merely unfair to the player and a cheap way to ramp "difficulty" up. It is nothing like the game encourages you to play. Everything just goes out the window and it's not like im running through ONE section that is like this. According to what Ive read the whole "constantly spawning necromorphs all around, just run!" thing is true for the last whole section of the game (at least covering two chapters).

Even if I had went through it in my first go I would still be making the same rant as to how the game went to complete shit. It just feels rushed.




this is more in line with what I mean gaf

What's unfair is completing the entire game up until chapter 15 on hardcore with your last and final save being in chapter 9 and being killed by an enhanced slasher because damage doesn't register and enemies don't stagger when they're two inches in front of you...that's unfair and just being inches from the final boss fight and sequence. Oh well I beat that shit and its in the past now so no since bitching about it. But yes that Unbermorph was a straight bitch especially in the area you're describing after you take the elevator up to the room and you have to destroy the fuse to kill the infectors or have to deal with the ubermorph, 2 infectors and 2 enhanced slashers! Its a t.v breaking rush
 
This is where the game goes full on survival horror. RUN your ass off, that's how I got through it.
 
Maybe I played a different game? There were plenty of parts where it was wave after wave of necros from every corner possible. The digging machine in the tunnels is one example. The game overall was much more action orientated than the first. Even the first game had the same type of 'run from an invincible enemy' section mid-way through!

The diggin machine was a scripted thing where there was a number of enemies thrown at you and that's that.

The game was getting bad with its sense of throwing more and more enemies at you taking away any "horror" aspect the game could have, where you even had time to breath, but AT LEAST you could clear out these rooms and loot. More nearing towards the end it just became an infinite re-spawn shitfest and then this rushed section of a mixed bag of everything at once.

The chapter when you go back to the ishimura is a great way of showing what the whole game should have been like.
 
I didn't think it was that bad, not as challenging as some of the earlier parts. I was using the OP javelin gun though

The game was getting bad with its sense of throwing more and more enemies at you taking away any "horror" aspect the game could have, where you even had time to breath, but AT LEAST you could clear out these rooms and loot. More nearing towards the end it just became an infinite re-spawn shitfest and then this rushed section of a mixed bag of everything at once..

Seeing Nicole in every second room and the excessive dialog did a better job of that.
 
there's a good and bad way to do this, this is the latter.

"MORE NECROMORPHS" = difficulty is not what Dead Space lured me into thinking it should be. The best parts of the game are when it's not doing this.

It's only = difficulty if you try and fight them all. Like I said before, it's about the tension of being overrun and knowing that you have no option except for trying to run for your life. I thought it was effective, not the best part of the game but I can see what they were going for.
 
the final few level's design are stupid, but you should also notice the endless spawns, that's your cue to just run the hell outta there rather than fight them. You can cut off the regenerator's legs or stasis it to slow it down. Stasis spamming is almost a must on that level, just remember to stock up stasis supplies.
 
Man I don't even remember the end of DS2 lol, I was a huge fan of the original and played it multiple times...... but for the life of me I'm sitting here thinking about DS2 and the only part near the end I can remember is being on the big machinery digger thing or something?

It wasn't a bad game, just, I dunno - its simply a game I played, just the sequel to a game I really liked..... lol.

DS2 doesn't register in my fond memory bank at all.

Probably why I have 0 hype for DS3, I can't really explain it. DS2 wasn't bad, and DS3 prolly wont be either *shrugs*.
 
I hated the ending of DS2. Felt like they just started throwing way too many enemies at you for whatever reason. Sections like that in games makes it really hard for me to go through another playthrough.
 
I got to a few chapters before the end and I quit when I saw that the big epic set pieces are over with and now it's going to be a gauntlet of rooms full of monster closets.

Now that I've heard your description of how the rest of the game goes, I'll just delete it out of my Steam Library and youtube the ending.
 
Having been so terrified of the regenerator from DS1, my first instinct was to just run and not look back. I didn't waste any time shooting anything in my path, I just always bolted for the exit.
 
What the fuck, man.

I never do the whole "i'll just youtube the ending" thing, ever, but im seriously thinking of doing it with this one. Not because I cant go through it (only tried twice so far really), but because it really pisses me off when they do this kind of cheap "difficulty". Just awful game design.

for those who dont know, it's basically this: SPOILERS (not story related) FOLLOW:




the game basically brings back the fuckin invincible type of necromorph that was in Dead Space 1, and makes it chase you all the time, while you just keep being thrown enemies left and right, in small contained areas, constantly. They "spawn" where you're standing, behind you, to the sides, in front of you. All while this regenerating fucker is on your ass behind you. They even throw the bat-like things that grab dead bodies and turn them into necromorphs, so you have to take care of those while paying attention to the guy behind you, while running, while killing every enemy in front of you, trying to turn in every direction on a small room that cant even fit the amount of enemies so you can properly kill them all. Not to mention there's the other guys that spit vomit at you that makes you slow, so you cant even run while you have fuckin 5 of those black ones chopping at you.

Just a fuckin ridiculous difficulty spike that is unlike anything else the game threw at me first. The game never prepares you for this in the slightest. Do they not want me to see the ending? are they just "well whatever game's ending soon so instead of thinking of a rewarding experience with a fair difficult challenge near the end let's just go batshit and throw everything at it at once, including newly-introduced type of enemies that we never prepared the player for, yeah!"

So stupid.

You are told to run/get out of there.
Did this section in one go.

I am very grateful for this experience in a world of hand holding giant arrow waypoint bullshit that every action game has become.
 
It's only = difficulty if you try and fight them all. Like I said before, it's about the tension of being overrun and knowing that you have no option except for trying to run for your life. I thought it was effective, not the best part of the game but I can see what they were going for.

well we agree to disagree, then. Not even talking about this run part now but just the whole ending chapters. The game went from being somewhat methodical and trying to scare you by context, by environment design, by throwing snips of the story, by reducing encounters and throwing you off with the sound design and whatnot, to "scare" you by just "LOL HERE'S 20 NECROMORPHS".

Even if the game does intend me to run, the lead up to it is horribly designed, with no sign whatsoever that this is how you should play the game considering that (like I said) I was always able to use stasis on a couple enemies, kill one, statis on other, repeat, till I can clear the room. Then this happens. The "tension" before came from other, much more well designed elements. Now im just being frustrated at how stupid it is. It isnt causing any other kind of reaction from me other than "how fucking annoying and stupid".

I am very grateful for this experience in a world of hand holding giant arrow waypoint bullshit that every action game has become.

THIS is your solution to that? wtf?
 
Salsa, I completely agree. I was pissed when the regenerating enemy showed up again, but I forgave Visceral and just kept running. I outran it and thought that I had reached the endgame moment. I was completely low on both health and ammo, and five or six black necromorphs were around the corner. I put them in stasis and open the final door. As soon as it opened enemies literally started jumping at me. One hit would have killed me. Like you said, they DID NOT prepare you! This was their ultimate flaw imo.
 
I don't talk to myself much while gaming, but that part of did register some audible "are you fucking kidding me?" from me. Once I stopped trying to kill more than the minimum to get by it wasn't too bad though, but still stupid.
 
The end of dead space 2 was poorly like so many games


The immaturity of game developers think the best way to end a game is to throw endless waves of enemies at the player. How the hell do they think people find that enjoyable? And better yet, why the fuck does almost every game do this?
 
I beat it without too much of an issue, but I still remember it being a really unpleasant section of gameplay. I think I learned that running was better than actually fighting and I somehow managed to get to the end even though I probably should have died.
 
I'm pretty much done with Dead Space 2 and really enjoyed the hell out of it, outside of the ending section with fuckface and the marker. Should I go back and play the first one? I wouldn't mind if it's actually better than the second.

It's only = difficulty if you try and fight them all. Like I said before, it's about the tension of being overrun and knowing that you have no option except for trying to run for your life. I thought it was effective, not the best part of the game but I can see what they were going for.

I actually like that part honestly.
 
It is stupid and kind of cheap, but I didn't have a huge problem with it, I believe I would just take his legs out, kinesis stasis him and book it. There's no point in chilling and killing everything on the way to the ending, which is where it gets stupid because you've been playing the entire game like that.
 
People are missing the point here, maybe I should have expressed myself better. Im not saying it's the hardest thing ever or impossible to get through, im saying its merely unfair to the player and a cheap way to ramp "difficulty" up. It is nothing like the game encourages you to play. Everything just goes out the window and it's not like im running through ONE section that is like this. According to what Ive read the whole "constantly spawning necromorphs all around, just run!" thing is true for the last whole section of the game (at least covering two chapters).

It always amuses me seeing people play this section wrongly.

The whole point is that you as Isaac is completely screwed. Would you prefer to just be a complete badass throughout the game? The section is extremely simple and anyone who has played the first game knows stasis is your best friend when it comes to the Regenerator.

You're supposed to run.. I don't know how much more clear the game could have made this without a developer physically popping up on your screen and telling you this.
 
Yup, I hated this part too. I had just overwritten one save game at a point when the Regenerator was chasing me and I was just running from it with occasional kinesis , since I had exactly zero ammo for all of my guns and zero med kits. And then you get to the part where you have to go through this narrow hallway and wait for a damn elevator. I knew exactly what I needed to do but it just wasn't happening without at least a little ammo or health.

I just ended up reloading an older save and stocking up on a ton of ammo and health before going through that again.

The whole endgame to Dead Space 2 is really bad though. Its not scary in the least and it basically forces the very worst and most clunky aspects of the gameplay on you.

It always amuses me seeing people play this section wrongly.

The whole point is that you as Isaac is completely screwed. Would you prefer to just be a complete badass throughout the game? The section is extremely simple and anyone who has played the first game knows stasis is your best friend when it comes to the Regenerator.

Thats another problem with that section though is that the Regenerator has zero lead up or story basis in Dead Space 2, unlike DS1. The problem isn't even so much the Regenerator, its all the other trash mob necros that get in your way.
 
It always amuses me seeing people play this section wrongly.

The whole point is that you as Isaac is completely screwed. Would you prefer to just be a complete badass throughout the game? The section is extremely simple and anyone who has played the first game knows stasis is your best friend when it comes to the Regenerator.

I think the section is utter shit. It has nothing to do with how im playing it or how it's meant to be played.

If im meant to enter every room to find a ton of necromorphs, then find endless spawning waves of them, then RUSH through a bunch of them: none of these scenarios is what I want out of Dead Space, nor does it take advantage of its unique aspects and what the game could have done differently than others.

It's just bad. Nothing else.

You're supposed to run.. I don't know how much more clear the game could have made this without a developer physically popping up on your screen and telling you this.

dude, im not misunderstanding, im just not liking it, finding it disappointing, frustrating, annoying. Not scary, not tension building, not nothing. I get that it's not like that for you but dismissing an opposing opinion by saying "you're doing it wrong" thinking you hold the only true opinion about this sequence is just wrong. You can look through this thread and see how there's people on both camps.
 
I thought it was pretty easy, and it fit the tone well. Isaac was in a do or die situation, and all signs pointed at die.
 
Yeah, last section was kinda meh. Although I think remembering the same for DS1 as well.

I just ran through it without bothering to kill anything
 
I don't know what inspired me to do so, but I've played through DS2 five times in the past two weeks. I'll probably try a Hardcore run soon and I am not looking forward to this section and the drill section.
 
There's a way to kill the regenerator. Wish I'd known about it my first time through.

That said it really wasn't that bad on Survivalist, although I pity anyone who didn't keep a save file for the final stretch on Hardcore. Hardly 'bad game design' though, heaven forbid the game develop a backbone in the final area and actually make you change your tactics.

If you wanna see some bad design in an otherwise AAA game try Gears of War 2 on Insane. It's actually easy 90% of the time but then you run into some parts like the Centaur which clearly were not even tested properly.
 
I'm pretty much done with Dead Space 2 and really enjoyed the hell out of it, outside of the ending section with fuckface and the marker. Should I go back and play the first one? I wouldn't mind if it's actually better than the second.

They are pretty much the same game in terms of mechanics and stuff (even the story to some degree).

I'd say the difference in the two is atmosphere and pacing. In Dead Space 1 you're entirely alone at all times and really don't talk to people except inbetween chapters. Isaac doesn't even speak in the game - it's all about being alone, isolated, scared, etc. Also in Dead Space 2 each chapter felt more... story driven? Only way I can explain it really. Sometimes you'd go into an elevator or walk into a new room and you'd be in a different chapter. In the original game each chapter was a different area of the ship that you went to via a tram system. Sort of a minor thing that is hard to explain but it really made the 2 games feel vastly different to me (as in, Dead Space 1 felt "gamey", not that I consider this a negative thing or whatever, but you knew when a new Chapter was coming).

On the gameplay side of things there is straight up some bosses that require oldschool sensibilities like pattern memorization and the like. Most are a lot of fun and well designed too, just depends on what you think of bosses I guess.
 
It was gay for sure but I can't imagine it on hardcore. I stopped playing on chapter 7 on hardcore because of how retarded those laser grids are for making the chapter so damn slow. Not to mention the ending section of it makes me want to pull some damn teeth. Loved Dead Space 1, got everything possible in the game, Dead Space 2, eh, it was great, story was fun, environments, while varied, were not as haunting or claustrophobic like the first one. But oh god chapter 10 was so great, just pulling out my plasma cutter on sections of vents or rooms because I remember where the enemies came from in the first game, so good. That is what Dead Space 2 needed to be throughout, but I wasn't feeling it.
 
They are pretty much the same game in terms of mechanics and stuff (even the story to some degree).

I'd say the difference in the two is atmosphere and pacing. In Dead Space 1 you're entirely alone at all times and really don't talk to people except inbetween chapters. Isaac doesn't even speak in the game - it's all about being alone, isolated, scared, etc. Also in Dead Space 2 each chapter felt more... story driven? Only way I can explain it really. Sometimes you'd go into an elevator or walk into a new room and you'd be in a different chapter. In the original game each chapter was a different area of the ship that you went to via a tram system. Sort of a minor thing that is hard to explain but it really made the 2 games feel vastly different to me (as in, Dead Space 1 felt "gamey", not that I consider this a negative thing or whatever, but you knew when a new Chapter was coming).

On the gameplay side of things there is straight up some bosses that require oldschool sensibilities like pattern memorization and the like. Most are a lot of fun and well designed too, just depends on what you think of bosses I guess.

Lmao, you just made a list of all the things I would fix if I made the game cater to me. Looks like I'll be playing Dead Space 1. Thanks for the run down.

Dead Space 1 is a much better game.

I'm actually kinda hyped to play it now after reading that quick summery.
 
I found booking it worked well for me mostly, occasionally shooting what's ahead of me and on my tail, or slowing it down with stasis.

I know this is not what you mean when you say, 'prepare you for', but actually the Ubermorph is hinted at all through the second half of the game. I didn't pick it up the first time playing either, but it's mentioned in a file, when all the guys with guns aim at you and you have to take a side path and then they all get raided by the enemies you can see the Ubermorph leading the charge. Also in the mines and in the base you can hear the Ubermorph call several times, usually right before enemies show up. And they do have a room with the Ubermorph alone before the following chase sequence.
 
I think the section is utter shit. It has nothing to do with how im playing it or how it's meant to be played.

If im meant to enter every room to find a ton of necromorphs, then find endless spawning waves of them, then RUSH through a bunch of them: none of these scenarios is what I want out of Dead Space, nor does it take advantage of its unique aspects and what the game could have done differently than others.

It's just bad. Nothing else.



dude, im not misunderstanding, im just not liking it, finding it disappointing, frustrating, annoying. Not scary, not tension building, not nothing. I get that it's not like that for you but dismissing an opposing opinion by saying "you're doing it wrong" thinking you hold the only true opinion about this sequence is just wrong. You can look through this thread and see how there's people on both camps.

The developers clearly intended for people to run through the segments. It was designed to be a chase sequence and people played it like a wave sequence. I actually think it's an amazing sequence because it really puts you in Isaac's shoes. It's probably the only true survival horror element in the game in that you as the player are only trying to survive and not just play a shooter in which you kill all the necromorphs.

Ripsaw is also godtier truly.
 
Put me in the "loved it" camp. I hated the slow turning as well, but the tension was amazing and kept my palms sweating and heart rate up all the way to the end. It was effective at what it wanted to accomplish, maybe due to the fact that it was so different.
 
this means the developers failed at their jobs, plain and simple.

How else could they made have it clearer? Have text that says RUN with exclamation marks? Anytime there is an invincible enemy, that's usually a sign to run. Not to mention the ridiculous number of enemies should have been an enormous clue.
 
How else could they made have it clearer? Have text that says RUN with exclamation marks? Anytime there is an invincible enemy, that's usually a sign to run. Not to mention the ridiculous number of enemies should have been an enormous clue.

I dont know how they should have done it. My whole point in this thread is that this section and this shift towards "THROW A BUNCH OF NECROMORPHS" nearing the end just shouldn't have been there.

People playing the section wrong (wich, again, has nothing to do with the issue im having with the game, since the issue is not "misunderstanding it" yet after your first post here we started discussing that for some reason) just goes to show that there's clearly something badly designed around this section. People confuse hand holding with a game designed well enough as to lure you towards what you have to do without you noticing it. For you the game does this, for others it doesnt, that's an issue.

If there's a way to "fix it" I sure dont know it, but it could be fixed by just re-doing the whole last 3 or so chapters into something more akin to the best parts of the game (namely the ishimura part).
 
Dead Space 2's ending section(s) is like the videogame equivalent of the ending to LOTR: Return of The King. I've warmed up to it since I played it and think it's a great game, but I was worn out by the end when you thought the game was going to end for the fourth time. I almost thought they'd cut to Issac in a bed during the end credits with hobbits jumping up and down.
 
The developers clearly intended for people to run through the segments. It was designed to be a chase sequence and people played it like a wave sequence. I actually think it's an amazing sequence because it really puts you in Isaac's shoes. It's probably the only true survival horror element in the game in that you as the player are only trying to survive and not just play a shooter in which you kill all the necromorphs.

I thought the final segment was bullshit myself, even though I only died twice before realizing I just had to run through the motherfucker. When I just ran, killing or maiming anything that got in my way and stasis'ing the chaser, I didn't have any problems. My problem wasn't the gauntlet itself, but it empties right into the final boss fight, and at that point I was freaking low on ammo and all the weapons I was using to navigate the gauntlet were completely useless against the boss. So I spent about five times as long trying to beat the finale with low health and low ammo than I spent on the gauntlet, which was a hell of a lot more frustrating.
 
I dont know how they should have done it. My whole point in this thread is that this section and this shift towards "THROW A BUNCH OF NECROMORPHS" nearing the end just shouldn't have been there..

One Contact Beam alt fire or Force Gun blast and they're toast. Or just blast the shit out of them with an upgraded Javelin, Seeker Rifle, or Line Gun mines. Dead Space enemies aren't hard to kill. With a handful of stasis packs you could totally kill all of them.
 
You act like a bunch of Necromorphs is a problem. One Contact Beam alt fire or Force Gun blast and they're toast. Or just blast the shit out of them with an upgraded Javelin, Seeker Rifle, or Line Gun mines.

Im not acting as if its HARD, im acting as if its SHIT, boring, predictable, and not the part where the game most excels at, yet it's what you get the most.


Lookin at Dead Space 3 (or rather predicting it for what's been shown, not ruling it out yet), it's fair to say that these guys dont get some of the aspects of what people enjoy about their games really, or somehow lost the train of thought mid way. I think this shows in Dead Space 2, and its responsible for all this crap.

I mean Dead Space supposedly started as System Shock 3, I just dont know what the fuck happened.
 
Im not acting as if its HARD, im acting as if its SHIT, boring, predictable, and not the part where the game most excels at, yet it's what you get the most.

The way I see it, Dead Space's combat is best in class for third person shooters. The more enemies the better. Massacring guys in these games is so much fucking fun.
 
I dont know how they should have done it. My whole point in this thread is that this section and this shift towards "THROW A BUNCH OF NECROMORPHS" nearing the end just shouldn't have been there.

People playing the section wrong (wich, again, has nothing to do with the issue im having with the game, since the issue is not "misunderstanding it" yet after your first post here we started discussing that for some reason) just goes to show that there's clearly something badly designed around this section. People confuse hand holding with a game designed well enough as to lure you towards what you have to do without you noticing it. For you the game does this, for others it doesnt, that's an issue.

If there's a way to "fix it" I sure dont know it, but it could be fixed by just re-doing the whole last 3 or so chapters into something more akin to the best parts of the game (namely the ishimura part).

I would argue it should of been there and you just didn't pick up on the obvious. Think about it, before this happens you're given information the whole facility is being swarmed by Necromorphs. You see a swarm of Necromorphs break in yourself, but are told their breaking into it from all sides now. You see a giant marker and if I recall correctly, the game directly tells you via in-game dialogue that shits getting real and to get to that marker as fast as you can. Then you meet the Ubermorph, which the game has you alone with and you quickly figure out it cannot die. Then as you're going ahead the Uvermorph starts giving chase and suddenly all of the enemies start breaking from everywhere. Maybe for the first room you might fight back, but I and I know many others picked up on all the clues rather quickly and and hightailed it. The bunch of enemies is a narrative point as well as a gameplay one, and it's not so much the game throwing a bunch of Necromorphs at you for combat rather than to drive the point in to get the hell out of here.

I know it's not in your tastes, but I wouldn't call it a badly designed area. I am in the camp that thought it was fun and frantic, but once I came to the conclusion to book it early so maybe it just was more in my taste.
 
I would argue it should of been there and you just didn't pick up on the obvious.

I ran the second time, that is not my issue here whatsoever. Somehow (probably cause I failed at explaining myself more clearly in the OP) people think that I tried to stay still and kill everything.
 
while it's not a great section, I seem to recall passing it fairly quickly. I just kept blasting the regenerator's legs until he went into a regeneration cycle then booked it while he was indisposed.
 
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