have we posted/discussed all the Dead Space 2 info floating around? Some of the new enemies look gross
If you know of pics or vids go ahead and post. I've heard descriptions of new enemies but haven't seen them.
I'll scrounge up whatever I have and whatever generic info we got so far of the game as well;
Here's a peek at how Isaac will look;
Blueprint of one of his new, non engineer armors with explanations;
1 - Helmet: Isaac’s helmet isn’t just a bucket over his head. When he wants to take it off, it splits in half and separates into several pieces, folding into the front and back and back of his suit. Players will see this process multiple times, since Isaac will be talking to people face-to-face in Dead Space 2.
2 - Holographic Interface: Like the original Dead Space, Isaac’s objectives and inventory will be accessed in real-time via a holograph projection.
3 - Boots: Equipped with toe and heel jets for maneuverability in zero gravity, this advanced footwear will be good for more than generating echoing footsteps.
4 - Control Wings: With the increased presence of zero-G combat in Dead Space 2, jumping from point to point won’t cut it anymore. These wings extend and assist Isaac with navigating in a weightless environment.
5 - RIG Projector: Isaac’s health and stasis level are now displayed as holograms on his back, though they will retain the bright blue color to make them visible in the dark corridors. The team at Visceral says it is considering “different models” for stasis in Dead Space 2, which may mean that the power recharges slowly instead of depleting.
6 - Armored Plating: A few bands of rusty metal may be enough protection for your average engineer, but this suit is designed to handle combat. The armored plating makes it more difficult for the Necromorphs to sink their claws into Isaac.
Random Points of Interest:
1 - Isaac is apparently very mentally unstable this time after his experience on the Ishimura.
2 - He speaks this time.
3 - We're getting Multiplayer. Co-op suspected.
4 - Game will take place on a massive space station with a lot of varied environments this time. Hopefully no more endless same-y corridors.
I find it unlikely that a lot of people 'complained' about no online multiplayer. I hope it is co-op though, since that option is the least likely to interfere with the main game being awesome.
I don't really care about multiplayer as long as its inclusion doesn't detract from the single-player experience (RE5, anyone?). I do wonder about the idea to make the game less tense throughout and have it ebb and flow - while it is true that you're always on your toes, I think the game actually has pretty solid pacing. New enemies are introduced just as you start getting competent dealing with the old ones, and set pieces ramp up in scale pretty appropriately. The only thing I'd say is that it can really feel like you're barely scraping by early on during first playthroughs, since you really do have limited supplies. The game is pretty dynamic though in giving you things you need, so it's never a huge problem, but when you don't have a lot stockpiled it can feel otherwise.
Ultimanecat on
SteamID : same as my PA forum name
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GreenStick around.I'm full of bad ideas.Registered Userregular
edited December 2009
I love the fact that you can shoot out windows to blow necromorphs into space now
I imagine that will be the new gravity dynamo in terms of players' first deaths
I don't really care about multiplayer as long as its inclusion doesn't detract from the single-player experience (RE5, anyone?). I do wonder about the idea to make the game less tense throughout and have it ebb and flow - while it is true that you're always on your toes, I think the game actually has pretty solid pacing. New enemies are introduced just as you start getting competent dealing with the old ones, and set pieces ramp up in scale pretty appropriately. The only thing I'd say is that it can really feel like you're barely scraping by early on during first playthroughs, since you really do have limited supplies. The game is pretty dynamic though in giving you things you need, so it's never a huge problem, but when you don't have a lot stockpiled it can feel otherwise.
I've said it before but, Alien --> Aliens.
This time Isaac's going to war, and it looks like everything's geared differently for a more dynamic and action paced game. Which isn't a bad thing, but I really think we shouldn't expect too much of a similar gameplay experience from the sequel. The kind of changes they're making remind me of the shift that the Resident Evil series took when they released RE4.
Dead Space really was an extremely well put together game, and I couldn't really see them making a sequel with the same gameplay that wouldn't just be re-treading old ground, and I don't think there's too much that could be done to improve on the original formula. You could've added in Zero-G control in the first game for example, but I don't think that would've added to the gameplay there, and might have even detracted from it because of the way the monsters and levels were designed. Gameplay elements have to be designed around each other, which is why I felt Dead Space 1 was so cohesive. The setting, controls, gameplay, level design, to a large extent they all worked together to create a really awesome game with a heavy atmosphere through the whole experience.
Assuming the multiplayer is co-op, as long as they put the same forethought and planning into that that they put into everything in the first game, I'm not too worried about it. Because truth be told I doubt this is going to be as tense an experience as the first game was, and I don't think that's what they're aiming for this time around either.
I have to say I really like the premise they're going for, if I do ohave a few reservations about some of the things they're focusing on (Lack of multiplayer was heir biggest complaint? The plasma cutter was so good it stopped people from using other weapons? Etc).
Watching the shit hit the fan as it happens hits exactly the right spot for me. In horror/apocalyptic/zombie/what have you story I'm always curious how exactly it happened and what the exact point where things tipped from "just another day" to "civilization is gone, do anything to survive" is for the characters and it's almost impossible to find things covering that period. I'm honestly excited to see how they execute this.
Yeah, I always wanted to see the zombie apocalypse take place around me in a game. Zombie movies almost always focus on that sort of thing because part of the terror is seeing society crumble and having survivors become just as dangerous as the undead. So far survival horror games all seem to take place in limited areas and/or well after everything has fallen apart.
I think if done well, it can be equally unsettling if not flat-out terrifying to see things just get progressively worse with nothing to be done about it.
That armour makes me hear the Iron Man soundtrack in my head.
I'd love it if they upgraded your suit in the same way (lots of arms coming down and replacing/adding new armour plates individually), rather than just closing a door,
I know I'm shallow, but it's the kind of detail I really go for.
And when they say Issac's kind of insane, is this going to mean anything gameplay-wise?
I see them as either going for a PTSD-type personality (understandable, but which wouldn't affect the gameplay as fas I can see), or actual insanity, in the best traditions of Eternal Darkness/Arkham Asylum.
Fighting necrommorphs is one thing, but fighting necromorphs that aren't actually there, while your team screams at you to stop wasting ammo on the vending machines and giving away your position would be fantastic.
All signs point to good times in Dead Space 2. I can't wait to sneak around the space station. The daycare/school section of the game is bound to be super creepy. Those sections always are in games. Oh and the church. They got a church there. No doubt it's going to be filled with insane scientologists
Zzulu on
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
edited December 2009
You misspelled "Unitologist", zzulu. Remember that and EA doesn't get sued.
Hedgethorn on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited December 2009
I think an appropriate description of my opinion on what I've been seeing about Dead Space 2 so far would be shit hot.
The fact that the devs have decided to make other weapons more awesome instead of bumping down the plasma cutter is a great sign. Bumping it down and slightly rehashing the old weapons would've been so much easier than keeping the old cutter and designing newer, better weapons. And the javelin weapon, which would be just a gimmick in other games, actually sounds like an incredibly useful tool for Dead Space. It just seems so right.
And poor, crazy Isaac. Five bucks says he'll get to be tormented by visions of Nicole throughout the game. Guess that's why he gets paid the big space bucks. I'm all set to see Isaac stomping around, kicking ass, and taking names, though. Someone in charge who might actually know what to do? Madness.
1 - Helmet: Isaac’s helmet isn’t just a bucket over his head. When he wants to take it off, it splits in half and separates into several pieces, folding into the front and back and back of his suit. Players will see this process multiple times, since Isaac will be talking to people face-to-face in Dead Space 2.
Isaac really must be crazy. I don't care if the helmet can help me prudently invest and spews candy; there's no way in hell that thing would come off of me until I was far, far away from any reconstituted evil dead bodies.
1 - Helmet: Isaac’s helmet isn’t just a bucket over his head. When he wants to take it off, it splits in half and separates into several pieces, folding into the front and back and back of his suit. Players will see this process multiple times, since Isaac will be talking to people face-to-face in Dead Space 2.
Isaac really must be crazy. I don't care if the helmet can help me prudently invest and spews candy; there's no way in hell that thing would come off of me until I was far, far away from any reconstituted evil dead bodies.
It did seem fitting that during the first game he kept his helmet on the whole time. There was nobody to speak to anyway, but it was just the SENSIBLE thing to do where other heroes have a tendency to go wearing their futuristic space armour without the headgear.
They probably wouldn't last five seconds in Isaac's universe, which is about the life expectancy I'd expect of someone who'd just suffered a sudden blowout into space without his helmet and is still being attacked by monsters at the same time that don't even need to breath... and stuff.
subedii on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
1 - Helmet: Isaac’s helmet isn’t just a bucket over his head. When he wants to take it off, it splits in half and separates into several pieces, folding into the front and back and back of his suit. Players will see this process multiple times, since Isaac will be talking to people face-to-face in Dead Space 2.
Isaac really must be crazy. I don't care if the helmet can help me prudently invest and spews candy; there's no way in hell that thing would come off of me until I was far, far away from any reconstituted evil dead bodies.
It did seem fitting that during the first game he kept his helmet on the whole time. There was nobody to speak to anyway, but it was just the SENSIBLE thing to do where other heroes have a tendency to go wearing their futuristic space armour without the headgear.
They probably wouldn't last five seconds in Isaac's universe, which is about the life expectancy I'd expect of someone who'd just suffered a sudden blowout into space without his helmet and is still being attacked by monsters at the same time that don't even need to breath... and stuff.
One of the reasons I like the Master Chief from Halo is that the helmet never comes off. He's arguably the single most valuable individual and piece of hardware in the UNSC fleet, so there's no way he's going to risk his precious, precious head for a bit of fresh air.
However, Isaac isn't a military dude, just some guy who wants to keep his head firmly ensconced on his shoulders while dealing with madness and unreal horrors of flesh. Story-wise, I can understand why they would want Isaac to seem more real by showing his face, but I can be okay with it since it means Isaac knows what horrors await him and he still will take off his helmet for a friendly phone call.
Ninja Snarl P on
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jefe414"My Other Drill Hole is a Teleporter"Mechagodzilla is Best GodzillaRegistered Userregular
One of the reasons I like the Master Chief from Halo is that the helmet never comes off. He's arguably the single most valuable individual and piece of hardware in the UNSC fleet, so there's no way he's going to risk his precious, precious head for a bit of fresh air.
However, Isaac isn't a military dude, just some guy who wants to keep his head firmly ensconced on his shoulders while dealing with madness and unreal horrors of flesh. Story-wise, I can understand why they would want Isaac to seem more real by showing his face, but I can be okay with it since it means Isaac knows what horrors await him and he still will take off his helmet for a friendly phone call.
Well since he's interacting with characters I can definitely see a reason for it. It's not like we don't know what he looks like now anyway, so I don't mind either way. In this sequel they're trying to humanise Isaac and make him more of an actual character, where before he was more of a cipher for just a normal guy who got caught up in a desperate struggle for his life.
I'd say characters like Master Chief are a bit different. To a large extent it's an attempt to keep a mystique about him and make him out to be more than just a human, more like a symbol or a force of nature. It's not something you want to humanise, the character of the Master Chief is something that has to be legendary, which is why he doesn't have a face attached to him. Any face you tried to give him wouldn't live up to the legend, and he wouldn't really be as much of a symbol anymore.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Isaac being crazy opens up soooo many doors: Cold, clinical insanity? Lack of emotions? Emotionally unstable? Isaac could be such a great character now that he's lost it.
Isaac being crazy opens up soooo many doors: Cold, clinical insanity? Lack of emotions? Emotionally unstable? Isaac could be such a great character now that he's lost it.
Eternal Darkness insanity effects = day one.
Kastanj on
[SIGPIC][/SIGPIC]
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MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited December 2009
I FINISHED IIITTTTTT!!!!!
First horror game I ever finished.
Went back through the first level as well. The military suit is hawt.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
My girlfriend is getting me Dead Space: Extraction for Christmas. Can't wait to play it. Just watched Downfall again the other night, really getting psyched for more Dead Space, especially with the news of the sequel.
DredZed on
[SIGPIC][/SIGPIC]
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
edited December 2009
This is definitely the console game I'm tackling next on my backlog once I finish Assassins Creed 2. I'm going to man up and take all the scares it throws at me.
This is definitely the console game I'm tackling next on my backlog once I finish Assassins Creed 2. I'm going to man up and take all the scares it throws at me.
Its gonna be great. This game will scare you. Almost paralyzingly so at times. But everytime you accomplish something, it makes it that much more satisfying.
Skull2185 on
Everyone has a price. Throw enough gold around and someone will risk disintegration.
Fighting necrommorphs is one thing, but fighting necromorphs that aren't actually there, while your team screams at you to stop wasting ammo on the vending machines and giving away your position would be fantastic.
Pfft, lightweight. I'd expect something like Penumbra: Black Plague. You see your team turn into necromorphs and proceed to clear them out, only to find out afterward they were always humans.
According to the wiki (haven't played Extraction) it's possible that Lexine and co
all died.
It's possible, but I doubt it. Especially since they made a point of saying
That they were heading for the Sprawl, where DS2 is taking place.
Plus if they were just going to kill off the whole team, likelihood is that McNeil would've died after the final boss fight. It would have been more dramatic considering what happened
Well, the microorganism effects dead tissue. A grave injury may be able to allow an infection to occur.
DS: E spoilers:
The injury that Nathan has is self-inflicted. It's possible that he died from the injury once inside the shuttle and turned into a necro, as well. It may also just be a hallucination too, since he was heavily effected by the Marker.
This is definitely the console game I'm tackling next on my backlog once I finish Assassins Creed 2. I'm going to man up and take all the scares it throws at me.
Its gonna be great. This game will scare you. Almost paralyzingly so at times. But everytime you accomplish something, it makes it that much more satisfying.
This game is not scary, or at least I didn't find it so. Once you realise you're never really in any danger of dying, unless you're manning an ADS cannon, nothing seems all that scary. Can you play hard from the get go? This might be an idea, if you want scary...
Well, the microorganism effects dead tissue. A grave injury may be able to allow an infection to occur.
DS: E spoilers:
The injury that Nathan has is self-inflicted. It's possible that he died from the injury once inside the shuttle and turned into a necro, as well. It may also just be a hallucination too, since he was heavily effected by the Marker.
I'm going to go with the latter. Since that's pretty much what they said happened at the end of the first game (or thereabouts).
This is definitely the console game I'm tackling next on my backlog once I finish Assassins Creed 2. I'm going to man up and take all the scares it throws at me.
Its gonna be great. This game will scare you. Almost paralyzingly so at times. But everytime you accomplish something, it makes it that much more satisfying.
This game is not scary, or at least I didn't find it so. Once you realise you're never really in any danger of dying, unless you're manning an ADS cannon, nothing seems all that scary. Can you play hard from the get go? This might be an idea, if you want scary...
You have to play hard from the get go, medium is far too easy to be a captivating experience.
Easy and normal are there really for someone who is new to gaming, anyone else should put that sucker to hard.
This is definitely the console game I'm tackling next on my backlog once I finish Assassins Creed 2. I'm going to man up and take all the scares it throws at me.
Its gonna be great. This game will scare you. Almost paralyzingly so at times. But everytime you accomplish something, it makes it that much more satisfying.
This game is not scary, or at least I didn't find it so. Once you realise you're never really in any danger of dying, unless you're manning an ADS cannon, nothing seems all that scary. Can you play hard from the get go? This might be an idea, if you want scary...
You have to play hard from the get go, medium is far too easy to be a captivating experience.
Easy and normal are there really for someone who is new to gaming, anyone else should put that sucker to hard.
I might do another run through, I wasn't all that impressed with the game on normal, but hard might be better. The only times I died were ADS, against environmental hazards that didn't quite act as I'd expect them to because I was being a retard, and when several of the bomb dudes spawned on my head.
you're saving Nicole's ass. So low on ammo that I'm considering going back to chnge out my moneymaker flamethrower for something better.
But it'll be a while before I get there, because my play habit is to stay up until midnight playing something else, then get on Dead Space, turn off all the lights, and play until five, thus taking both the horror and paranoia native to the game and adding my own personal insanity. I only get a good shot at this every three or so weeks, and having only had the game for two months, this means I'm not going too fast.
Posts
I'll scrounge up whatever I have and whatever generic info we got so far of the game as well;
Here's a peek at how Isaac will look;
Blueprint of one of his new, non engineer armors with explanations;
1 - Helmet: Isaac’s helmet isn’t just a bucket over his head. When he wants to take it off, it splits in half and separates into several pieces, folding into the front and back and back of his suit. Players will see this process multiple times, since Isaac will be talking to people face-to-face in Dead Space 2.
2 - Holographic Interface: Like the original Dead Space, Isaac’s objectives and inventory will be accessed in real-time via a holograph projection.
3 - Boots: Equipped with toe and heel jets for maneuverability in zero gravity, this advanced footwear will be good for more than generating echoing footsteps.
4 - Control Wings: With the increased presence of zero-G combat in Dead Space 2, jumping from point to point won’t cut it anymore. These wings extend and assist Isaac with navigating in a weightless environment.
5 - RIG Projector: Isaac’s health and stasis level are now displayed as holograms on his back, though they will retain the bright blue color to make them visible in the dark corridors. The team at Visceral says it is considering “different models” for stasis in Dead Space 2, which may mean that the power recharges slowly instead of depleting.
6 - Armored Plating: A few bands of rusty metal may be enough protection for your average engineer, but this suit is designed to handle combat. The armored plating makes it more difficult for the Necromorphs to sink their claws into Isaac.
Random Points of Interest:
1 - Isaac is apparently very mentally unstable this time after his experience on the Ishimura.
2 - He speaks this time.
3 - We're getting Multiplayer. Co-op suspected.
4 - Game will take place on a massive space station with a lot of varied environments this time. Hopefully no more endless same-y corridors.
Entire mag review inside (huge, good read):
Here's how they designed a new enemy:
http://gameinformer.com/b/features/archive/2009/12/16/dead-space-2-the-evolution-of-a-necromorph.aspx
End result:
Enjoy.
I imagine that will be the new gravity dynamo in terms of players' first deaths
I've said it before but, Alien --> Aliens.
This time Isaac's going to war, and it looks like everything's geared differently for a more dynamic and action paced game. Which isn't a bad thing, but I really think we shouldn't expect too much of a similar gameplay experience from the sequel. The kind of changes they're making remind me of the shift that the Resident Evil series took when they released RE4.
Dead Space really was an extremely well put together game, and I couldn't really see them making a sequel with the same gameplay that wouldn't just be re-treading old ground, and I don't think there's too much that could be done to improve on the original formula. You could've added in Zero-G control in the first game for example, but I don't think that would've added to the gameplay there, and might have even detracted from it because of the way the monsters and levels were designed. Gameplay elements have to be designed around each other, which is why I felt Dead Space 1 was so cohesive. The setting, controls, gameplay, level design, to a large extent they all worked together to create a really awesome game with a heavy atmosphere through the whole experience.
Assuming the multiplayer is co-op, as long as they put the same forethought and planning into that that they put into everything in the first game, I'm not too worried about it. Because truth be told I doubt this is going to be as tense an experience as the first game was, and I don't think that's what they're aiming for this time around either.
Watching the shit hit the fan as it happens hits exactly the right spot for me. In horror/apocalyptic/zombie/what have you story I'm always curious how exactly it happened and what the exact point where things tipped from "just another day" to "civilization is gone, do anything to survive" is for the characters and it's almost impossible to find things covering that period. I'm honestly excited to see how they execute this.
I think if done well, it can be equally unsettling if not flat-out terrifying to see things just get progressively worse with nothing to be done about it.
Isaac won the goddamn Ishimura.
I'd love it if they upgraded your suit in the same way (lots of arms coming down and replacing/adding new armour plates individually), rather than just closing a door,
I know I'm shallow, but it's the kind of detail I really go for.
And when they say Issac's kind of insane, is this going to mean anything gameplay-wise?
I see them as either going for a PTSD-type personality (understandable, but which wouldn't affect the gameplay as fas I can see), or actual insanity, in the best traditions of Eternal Darkness/Arkham Asylum.
Fighting necrommorphs is one thing, but fighting necromorphs that aren't actually there, while your team screams at you to stop wasting ammo on the vending machines and giving away your position would be fantastic.
The fact that the devs have decided to make other weapons more awesome instead of bumping down the plasma cutter is a great sign. Bumping it down and slightly rehashing the old weapons would've been so much easier than keeping the old cutter and designing newer, better weapons. And the javelin weapon, which would be just a gimmick in other games, actually sounds like an incredibly useful tool for Dead Space. It just seems so right.
And poor, crazy Isaac. Five bucks says he'll get to be tormented by visions of Nicole throughout the game. Guess that's why he gets paid the big space bucks. I'm all set to see Isaac stomping around, kicking ass, and taking names, though. Someone in charge who might actually know what to do? Madness.
Isaac really must be crazy. I don't care if the helmet can help me prudently invest and spews candy; there's no way in hell that thing would come off of me until I was far, far away from any reconstituted evil dead bodies.
It did seem fitting that during the first game he kept his helmet on the whole time. There was nobody to speak to anyway, but it was just the SENSIBLE thing to do where other heroes have a tendency to go wearing their futuristic space armour without the headgear.
They probably wouldn't last five seconds in Isaac's universe, which is about the life expectancy I'd expect of someone who'd just suffered a sudden blowout into space without his helmet and is still being attacked by monsters at the same time that don't even need to breath... and stuff.
One of the reasons I like the Master Chief from Halo is that the helmet never comes off. He's arguably the single most valuable individual and piece of hardware in the UNSC fleet, so there's no way he's going to risk his precious, precious head for a bit of fresh air.
However, Isaac isn't a military dude, just some guy who wants to keep his head firmly ensconced on his shoulders while dealing with madness and unreal horrors of flesh. Story-wise, I can understand why they would want Isaac to seem more real by showing his face, but I can be okay with it since it means Isaac knows what horrors await him and he still will take off his helmet for a friendly phone call.
Old people already ARE necromorphs.
Well since he's interacting with characters I can definitely see a reason for it. It's not like we don't know what he looks like now anyway, so I don't mind either way. In this sequel they're trying to humanise Isaac and make him more of an actual character, where before he was more of a cipher for just a normal guy who got caught up in a desperate struggle for his life.
I'd say characters like Master Chief are a bit different. To a large extent it's an attempt to keep a mystique about him and make him out to be more than just a human, more like a symbol or a force of nature. It's not something you want to humanise, the character of the Master Chief is something that has to be legendary, which is why he doesn't have a face attached to him. Any face you tried to give him wouldn't live up to the legend, and he wouldn't really be as much of a symbol anymore.
Smelly. Teeth in jars. Fake body parts. Hell-bent on the destruction of all life.
Game over, man.
Eternal Darkness insanity effects = day one.
First horror game I ever finished.
Went back through the first level as well. The military suit is hawt.
Its gonna be great. This game will scare you. Almost paralyzingly so at times. But everytime you accomplish something, it makes it that much more satisfying.
Pfft, lightweight. I'd expect something like Penumbra: Black Plague. You see your team turn into necromorphs and proceed to clear them out, only to find out afterward they were always humans.
Well, that's assuming they survived, but considering that Dead Space had a similar ending, I'm guessing they did.
It's possible, but I doubt it. Especially since they made a point of saying
Plus if they were just going to kill off the whole team, likelihood is that McNeil would've died after the final boss fight. It would have been more dramatic considering what happened
which could make the Military retards a lot less retarded if
DS: E spoilers:
This game is not scary, or at least I didn't find it so. Once you realise you're never really in any danger of dying, unless you're manning an ADS cannon, nothing seems all that scary. Can you play hard from the get go? This might be an idea, if you want scary...
I'm going to go with the latter. Since that's pretty much what they said happened at the end of the first game (or thereabouts).
You have to play hard from the get go, medium is far too easy to be a captivating experience.
Easy and normal are there really for someone who is new to gaming, anyone else should put that sucker to hard.
I might do another run through, I wasn't all that impressed with the game on normal, but hard might be better. The only times I died were ADS, against environmental hazards that didn't quite act as I'd expect them to because I was being a retard, and when several of the bomb dudes spawned on my head.
Whoa, pretty for an older game.
That's like three in game years.