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Thread: Dementium 2

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    Dementium 2



    Viddler.com - Dementium 2 Trailer - Uploaded by GamesRelay

    Pre-order Ships 4/20/2010

    Publisher: SouthPeak Interactive
    Developer: Renegade Kid
    Platform: DS
    Category: Action, Horror

    JUST HOW DEMENTED ARE YOU? You are William Redmoor, recent recipient of a radical brain operation intended to cure psychosis and current inmate at a clandestine treatment center for the criminally insane. Your memories are fuzzy, but it appears that your wife was murdered, and the evidence pointed toward you as the killer. Here at the Bright Dawn Treatment Center you are under the care of an enigmatic figure known only as The Doctor. Whatever the Doctor’s methods, they appear to work—your psychosis is gone… or is it? Demons you once battled have appeared once again. Worse, it seems that the Doctor has some diabolical scheme to perform experimental operations on scores of other inmates. You must not only survive an onslaught of horrific beasts but also stop the Doctor from achieving his goal. With all the insanity that surrounds you, you can’t tell if it’s you or the world around you that has truly lost it. Just how demented are you? Time to prepare for phase 2…

    * The ultimate horror atmosphere, created with high-intensity sound effects, foreboding corridors, blood-strewn walls, and nightmarish environments
    * Multipurpose weapons allow you to dispose of enemies and obstacles
    * Test your wits and nerves by solving challenging riddles
    * Three difficulty settings - weak, able, strong - separate the victims from the victors
    * Explore dozens of different areas and encounter 16+ horrifying types of enemies
    * Revamped equipment system allowing for quick and easy access to weapons and items
    * New gameplay mechanics create an all new experience in horror on the NDS

    source - Gamestop.com - Dementium II - Nintendo DS

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~

    Here is a review of the game
    source - http://www.nintendoworldreport.com

    Code:
    Remember the original Dementium? Neil just discussed
    it in his Extra Life special, and I reviewed the game way back 
    in 2008. The original game is all right, but clearly a rookie effort, 
    and it is plagued by some pretty terrible design choices. This 
    second game fixes the vast majority of my problems with the 
    original, but manages to add its own irritating grievances.
    Despite that, if you play the game with a few key PROTIPS 
    in mind, you should emerge a happy, satisfied gamer.
    
    The first thing Dementium 2 gets right is atmosphere. The 
    abandoned hallways of a deteriorating mental hospital are 
    rife with bloodstains, grime, and disarray. The monsters 
    are interesting and make telltale sounds, so you know they’re 
    coming before you see them. Sometimes that gives you time 
    to set up an attack. Other times, you become paranoid when 
    you haven’t seen them for a few minutes. The boss battles are 
    epic and largely enjoyable, though the final two suffer from some 
    design issues that I’ll get to in a minute. The Dementium team 
    at Renegade Kid (who also made The Ward and Moon) really 
    know how to make the system sing at this point. The first game’s 
    fantastic flashlight effect is back here, and I still love it. I’d say 
    Dementium 2 is comparable to a low-res N64 shooter, which is 
    no small feat. Not all the production values are consistent, 
    however. The musical score is either absent or too repetitious, 
    and I found myself turning the music down entirely in the options 
    menu and listening only to the monsters and ambient noise.
    
    The gunplay has improved somewhat, with more available weapons 
    of varying strength, though it’s easy to miss the best one if you don’t 
    remember what specific doors are unlocked by specific keys. Because 
    of the scarcity of ammunition, however, Dementium 2 tosses a 
    handful of interesting melee weapons at you, including a buzz saw, 
    sledgehammer, and flamethrower. There’s one weapon, acquired 
    late in the game, that can be thrown like a boomerang, but it barely 
    does any damage. It is useful only when you need a ranged weapon 
    and have no ammo (this becomes a problem during the final boss fight).
    
    The rarity of ammo would not be so problematic if the game didn’t 
    force you into kill rooms. Unless you want to waste all your health 
    pills fighting off demons at fisticuff range (they gather around you), 
    you’ll need to make use of your guns. But if you use your weapons, 
    you’ll be forced to spend the next half-hour searching for ammo and 
    stabbing monsters with a knife along the way. So, here’s the first PROTIP: 
    Run away from enemies that are not in kill rooms. They’re easily 
    avoided anyway, and nobody ever drops a good helm (or anything else).
    
    Boss encounters are great, but go on too long. You’d think that a 
    shotgun to the face at point-blank range would knock some serious HP 
    off their meter, but you’d be wrong. The first and last bosses are the 
    worst offenders. For the first boss, you are forced to use a knife. The 
    fight takes ten to fifteen minutes, and that’s if you don’t die. Your reward 
    for the battle is a handgun. The final boss has a monumental amount of HP, 
    and if you’ve been “wasting” ammo on non-kill room enemies, you won’t 
    even get him down to half health. That’s where the boomerang comes out, 
    hand-cramping seizes up, and you restart the game. So, PROTIP number two: 
    Remember to go all the way back to the second map (they’re all connected) 
    and grab the best gun before diving into the last boss’s area.
    
    The plot is intriguing, and it’s never really clear what "side" you’re on. Are 
    you the crazy one, or has the rest of the world unwound itself? Happily, 
    the end of the game makes you think, and has inspired me to replay it 
    with that knowledge in mind. The creature design is top-notch. I’d love 
    to see Renegade Kid's concept art, especially for a gigantic boss close 
    to the end. Oh, that’s right: PROTIP number three: when you encounter 
    this behemoth, turn around and run away from it. After a little while, 
    your path will become clear, by accident if nothing else.
    
    My problems with the first game—a useless map and no checkpoints—
    are somewhat cured here. The maps here are smaller, but they all 
    interconnect somehow, and you are rarely locked out of previous areas. 
    The save system also got an overhaul, and now features distinct save 
    points within each area. Unfortunately, some are poorly placed. If I get 
    killed by a boss, and the last save point was ten minutes away, that’s 
    annoying. Aside from the story mode, there’s not much to see here 
    aside from Survival mode, which is exactly what it sounds like—wipe 
    out hoards of monsters until you die. The game is still a first-rate effort, 
    despite its middling problems. Anyone who enjoyed Southpeak’s previous 
    effort, Moon, will also dig this game. Just follow those PROTIPS that I’ve 
    scattered throughout the review, and your first playthrough will be as 
    enjoyable as my second one.
    Last edited by Stomp_442; 06-06-2010 at 05:53 PM.

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