![]() I like SS2, but I do mantain the opinion that the earlier levels are far more well-designed than the later ones, a mistake we don't find in SS1, where even the last levels have new situations and well-designed encounters. The cinematic is terrible (DON'T YOU LIKE MY NEW LOOK) but it's a mistake that can be forgiven in such a good experience. I don't think they truly planned another ending as Levine says, though. Sure, if someone goes Standard Weapons he won't notice as everything dies because Assault Rifle, but the other classes\weapon preferences get hit hard. Why it's bad? Body of the Many has a very unbalanced, even if "realistic", selection of enemies, and scarcity of resources that seems born more of poor playtesting than careful tuning. Afterwards, the inherent problems of SS2's weapon systems start to worsen, the level design takes a dive (the platforming is mediocre) and the combat, already middling, hits the nadir with the brain of the Many and the SHODAN fight. ![]() You can still somewhat play most "classes" and everything is still roughly viable. Like, a level with access to open space.įrom the point of view of the end user, the Rickenbacker is the last level that still mantains gameplay coherency. I dimly remember Levine trying to say that even the ending was a hack job, but I do remember that there were many ideas for the last levels that could not be implemented 'cause time and budget. About the quality, the fact that everything after the Rickenbacker was rushed is rather obvious. ![]() Honestly, I even enjoy a tad more SS2, 'cause it's the first one I played.
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