Sombrero wrote on 2021-10-18, 18:09:
Even though I like the first game I've noped out from the sequel in record time every time I've tried it. Not a fan of the combat, thanks to the clunky controls and deadly enemies I find it frustratingly difficult.
I don't know, maybe I should try to give it a fair chance one of these days.
Yes, the combat is just plain weird. It's not just difficult, it's confusing and there are several factors at work that are worth looking at:
Fighting the clunky controls (how the f*** can it be that running works only 1 out of 10 or so tries??) is one thing but the other is that it's just entirely unbalanced and the game doesn't telegraph which way it's going to go at any point. For instance, there's the taxonomy of enemies: shotgun guys (and even the big akimbo enemies) are, in theory, stupidly easy to defeat because they can't hit you when you're less than a step away; just keep super close to them and headbutt. If you manage to pin them to a wall or obstacle they just stay stunlocked. Btw, for all it's seeming obliqueness, the game is aware that player needs to know where a given shot has hit and indicates this with a little puff of particles. Now, Thompson dudes otoh are fairly deadly because, unless you get the draw on them first with the tommy gun, they stunlock you and you're dead. You can outrun their aim but once they have a bead on you they fire faster than Carnby can recover from.
Multiple enemies is where it get interesting because there *is* friendly fire, or at least Thompson dudes seem to be able to hit other enemies. At the beginning of the game you can dodge the gaggle of enemies outside the main entrance and duck into the hedge maze right away. If you walk back up to the screen with the two statues at the maze's entrance, the Thompson guy from across the way will start shooting at you, killing the pistol guy standing closest to the statues. Fighting multiple enemies is only really feasible with a choke point or obstacle. I was only able to defeat the horde of enemies in the first floor living room by funneling them through the room's narrow door into the sitting area off the hall. In this scene the game also decides to introduce yet another element, i.e. a big enemy that apparently can kill you in one shot unless you have the right item: a bulletproof vest. Imho this is in line with the library scene from AitD 1 as well as adventure game mechanics in general (as in "use item x to achive y") but entirely incongruous with the game's aforemetioned basement spectre encounter.
This is what I mean with the lack of telegraphing. That big mobster doesn't look "special" because you have encountered several up to this point, none of which were very hard to kill. He doesn't even stand out from the enemies around him. The spectre otoh has so far been unique -- graphically as well as how it shows up, moves and acts -- but the player can easily dispatch it with the starting pistol. In order to kill the big mobster you not only have to have the right item, you also have to funnel his crew through the door just so *and* you have to use the Thompson because, at least in my game, he manages to get one shot in (which would be deadly without the vest) before he's stunlocked and any further hit from him kills the player instantly.
Anyway, looking at what can be tentatively referred to AitD2's "formula", I can't help but wonder how the combat in particular compares to the series' cousins like Resident Evil and Silent Hill. Unfortunately, I haven't played either of them but maybe after I finish AitD3 I should have a look at them.