It's funny, I took the above screenshot as I floated about the space wreckage that comprises some of the best moments in the first act of the game. Again, Borderlands 2 is a great example of ammo serving literally no purpose other than making me click on lots of containers which, by the way, is an enormously tedious chore. Ultimately, I'd like to see ammunition in shooters used for the specific purpose of scarcity if scarcity isn't a factor (and it rarely is) I see no reason why ammo should be used at all beyond clip reload and the temporary vulnerability it imbues. (On that note, the third-person nature of Dead Space 3 also reminded me that I wish Borderlands 2 were a third-person shooter as well it's a shame that I feel more customization has gone into the look of Isaac Clarke's space suits than into my character in Borderlands 2.) Basically, unless scarcity is going to play an important role in your game, there's no reason at all to have different ammo types. Actually, I wish that games like Borderlands 2 had adopted a universal ammo system. Scarcity is integral to survival horror, and running out of ammo with Gun A and having to use Gun B instead can make great sense.īut Dead Space 3 is a sci-fi shooter, and it isn't bogged down by ammunition management. Now, if this were a horror-survival game, universal ammo would be a terrible idea. Speaking of ammunition, Dead Space 3 uses a system of universal ammo that is blessedly simple. No need to check ammo levels off on the side of the screen. Text-logs and other bits of data are displayed on a floating panel that appears and disappears quickly without any time spent in pause menus.Īmmunition for each weapon is displayed in small, unobtrusive boxes next to the gun itself.
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