The emphasis on the enemies being weak to light is… aside from one token room where you can use a searchlight just totally gone - no flashlights, no sunlight (despite you fighting the final boss in broad daylight), no real… anything, in that regard. Permadeath is gone, and so is unlimited saving - replaced by pre-determined save points that only work once, disinclining you from fucking around and potentially making you replay lonnnnnnnng stretches of the game should you be so unfortunate to find out. I read on this one Steam guide that this was a deliberate choice so that there was more flow to combat and prevent players from just brute forcing enemies, and while I don’t… think they really got there (I think there’s room to actually make the game harder if they wanted to accommodate that better), it’s interesting to know how much lies beneath the surface in this area.īut while the skeleton’s still present, and kinda fun, all the little kinks it has that really take it up a level are… gone, and replaced with things that really don’t work as well. Weapons all have different purposes and capabilities aside from the usual ranged/melee moniker, and some enemies benefit from taking a different approach to other enemies - broods, for example, requiring quick hits from a baseball bat to avoid getting overwhelmed, while brood mothers often require the prolonged damage of the stun gun or chainsaw to lock them down - and with how quickly you can draw and switch them, combat really does switch up for every encounter you’re in, which is pretty neat. Most of all being that the game can still be played all the way through with a partner via local multiplayer - even if the game was otherwise a slog there’s still something in being there with a friend - but even then the gameplay is still fast, yet also loosely strategic at its core. Again, it’s… mostly derivative, aside from the little bits and bobs where it differentiates, but it’s fun and charming and it really hits all the right beats enough that as of writing this it honestly contends for being one of my favourite survival horror games.Īnd I’ll give it credit, a lot of the skeleton that made the first game a blast is still present here. Most of all, I really liked the cast - both how they perfectly emulate their high school archetypes without feeling like cardboard cutouts and how each of them brings something gameplay-wise - differing stats, in addition to unique and (mostly) useful talents that make building your team of two a significant decision. Permadeath is present, but totally optional: you can just load a save and the game gives more than you’re ever going to need. I love the focus around light weakening the monsters/zombies as a gameplay mechanic - it adds a whole new dimension into how you approach weapons and encounters, and that moment where the sun goes down and you can no longer break the windows to trivialize encounters is a really nice ‘oh shit’ moment. What I really like about it is the little things it does that feel kind of unique to it. I really liked the original ObsCure! It doesn’t exactly push the envelope as far as survival horror goes, and there are… certainly issues (the final boss, for one), but it’s a fun, kind of goofy game that’s… kind of like a more fast-paced, multiplayer Resident Evil with the same sort of tone as a teen horror movie.
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