Basically, it comes down to this: the Ishimura >>>>>> the Sprawl. A lot more thought clearly went into the environment design the first time around - the first game was full of amazingly atmospheric, future-industrial environments in the vein of the ship design from the first Alien movie. Not only that, but you had to move back and forth through the ship, troubleshooting various problems like the engineer you are (playing), so that by the end of the game, you knew that ship inside and out, and it felt like a real place. The Sprawl, on the other hand, consisted of a ton of copy-paste set pieces (how many times did I have to fight my way through one of those damn apartment plazas with a marker monument in the middle?), a single linear path along which you always move forward such that they didn't even need to include an in-game map system, just a light trail to the next objective, much less problem solving, and "atmosphere" solely in the form of making you fight in near-darkness (the first game did this occasionally, the second positively leaned on it).



Reply With Quote



Bookmarks