Well, I beat the game today and I was wondering something?
HOW DID THEY FUCK UP A SEQUEL?
Generally from what I've heard DE:IW sucks, and you know, I wouldn't think it was possible. *sigh* Well, is there a modding community for the original?
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I wouldnt say that DE:IW sucks, as the story is good enough to keep you interested... It is just that the game was obviously developed for consoles, so everything is watered down.
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Consolization, mostly. The levels had to be small enough to fit into the X-Box's 64 MB or RAM (leading to claustrophobic areas and load after load). Graphics were optimized for the X-Box's graphics hardware (many cards still didn't have DirectX9-compatible pixel shader 2.0 support, and those that did ran like dogs to to the lack of optimization). The text had to be clear on a television screen (hence why we had extremely short text segments compared to the original and a FREAKING HUGE font). The interface had to be simple enough to fit onto a console controller (which is why we don't have leaning, hotkeys, quicksave, and probably why the number of augmentations was reduced).
There were also a few flaws not related to consolization, but these aren't quite as prevalent. Combat was even more shallow than the original (fixed skill levels and accuracy, and enemies weren't too creative -- augmented opponents didn't use augments). The plot was interesting, but extremely rushed and over far too soon, especially compared with the original. Both of these seem due to Eidos rushing Ion Storm to release the game for the holiday season. In the end, DX2 carried the core of DX gameplay successfully, but all of the subtle details were lost, and it was those details that made the DX world what it was. I still dust off my copy of DX and play it sometimes; I don't see myself doing that with the sequel.
There were also a few flaws not related to consolization, but these aren't quite as prevalent. Combat was even more shallow than the original (fixed skill levels and accuracy, and enemies weren't too creative -- augmented opponents didn't use augments). The plot was interesting, but extremely rushed and over far too soon, especially compared with the original. Both of these seem due to Eidos rushing Ion Storm to release the game for the holiday season. In the end, DX2 carried the core of DX gameplay successfully, but all of the subtle details were lost, and it was those details that made the DX world what it was. I still dust off my copy of DX and play it sometimes; I don't see myself doing that with the sequel.
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