![]() The aquarium module bits are off in the middle of nowhere and the module itself is, again, effectively useless except as a distraction. If you're going to gatekeep something behind a difficult enemy, make it something that is really useful. The risk/reward equation there makes no sense at all. And the parts for it are guarded by one of the deadliest enemies in the game. Take the sleeper module for the seatruck. In this game, you can ignore half the story entirely and the game never once says "shouldn't you be trying to figure out what happened to your sister?" Also, most of the optional modules are so optional as to be virtually without purpose. In the first game, progression was pretty logical and everything had a use. I can see why people struggle to enjoy this one as much as the first. Well I've made it all the way to the fabricator base and I've saved the game because I want to do the last bits (which aren't scary) when my daughter is home so that she can see the end of the story. ![]() Then I figured, you know, I've got the teleportation module, why don't I leave that on my seatruck back at base, build a SECOND seatruck, grab out all my modules and ion powercells and use that to get through the crystal caves / fabricator cavern? Once I finish, grab all the upgrades back, use my tether tool to teleport back to base, and I don't have to worry about navigating through all that again. I built myself a second prawn suit for the arctic spires figuring "well, if it gets destroyed, so be it," and then I made it through that section with barely a scratch. ![]() ![]() I finally pushed myself to make progress towards finishing the game as opposed to just base-building. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |