If you're specifically going a melee playstyle, with melee-centric upgrades and progression, go for it. This is fundamental to the design and the game experience. Respawning enemies means you're eager to explore new parts of the ship to stock up on resources that have been chipped away, as roaming the corridors you've already visited is likely to result in a net drain on your resources. Respawning enemies means that you'll want to venture out to complete objectives as soon as possible rather than hiding in a Chemical Storeroom until your research finishes, encouraging you to plan routes between areas of interest and form strategies about your approach to new and old obstacles. Respawning enemies means that the Quantum Bio-Reconstruction machines are actually a positive inclusion as you have to face newly spawned enemies on your way back to where you died, so death entails a larger cost than just 10 nanites and makes every spent bullet and hypo prior to your demise a permanent loss. It's more than just a point about atmosphere. They enforce tension, resource scarcity, and constant trepidation about what may be around the corner. I will never understand the complaints about respawns.
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