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Changed line(s) 22 (click to see context) from:
* ''[[VideoGame/WolfensteinYoungblood Youngblood]]'' doesn't pause when the player enters a menu, meaning that if this is done during an active firefight, it will leave them vulnerable to attack and become extremely easy to down. Unlike games such as [[/index]]''VideoGame/AlienIsolation''[[index]] (where the lack of ability to pause is a gameplay mechanic that's largely tied to the presence of a single, unkillable enemy), attempting to pause the game in the middle of a hectic scenario in ''Youngblood'' is a surefire recipe for a quick death.
to:
* ''[[VideoGame/WolfensteinYoungblood Youngblood]]'' doesn't pause when the player enters a menu, meaning that if this is done during an active firefight, it will leave them vulnerable to attack and become extremely easy to down. Unlike games such as [[/index]]''VideoGame/AlienIsolation''[[index]] [[/index]]''VideoGame/AlienIsolation'' (where the lack of ability to pause is a gameplay mechanic that's largely tied to the presence of a single, unkillable enemy), attempting to pause the game in the middle of a hectic scenario in ''Youngblood'' is a surefire recipe for a quick death.
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Changed line(s) 4,5 (click to see context) from:
* Weapon pickups provide ''random'' amount of ammo within a certain range. This is especially bad with the Panzerfaust[[note]]provided 1 to 3 pieces of ammunition[[/note]] because it is quite rare and every shot matters when you're up against [[HeavilyArmoredMook Proto]] and [[ThatOneBoss Uber]] [[DemonicSpiders Soldats]]. Due to this many players resorted to SaveScumming to get the maximum amount from every pickup they found.
* There's a toggle option in the menu that forces you to press the Use key to manually pick up weapons and items, emulating what would be standard with the later games. Most players leave it off because, even if they're coming from ''The New Order'' and are used to it, it's not quite fully-developed here, most notably refusing to let you pick up some required items until you turn it back off.
* There's a toggle option in the menu that forces you to press the Use key to manually pick up weapons and items, emulating what would be standard with the later games. Most players leave it off because, even if they're coming from ''The New Order'' and are used to it, it's not quite fully-developed here, most notably refusing to let you pick up some required items until you turn it back off.
to:
* Weapon pickups in ''VideoGame/ReturnToCastleWolfenstein'' provide ''random'' amount amounts of ammo within a certain range. This is especially bad with the Panzerfaust[[note]]provided Panzerfaust[[note]]provides 1 to 3 pieces of ammunition[[/note]] because it is quite rare and every shot matters when you're up against [[HeavilyArmoredMook Proto]] and [[ThatOneBoss Uber]] [[DemonicSpiders Soldats]]. Due to this many players resorted to SaveScumming to get the maximum amount from every pickup they found.
* There's a toggle option in the menu that forces you to press the Use key to manually pick up weapons and items, emulating what wouldbe become standard with the later games.''The New Order''. Most players leave it off because, even if they're coming from ''The New Order'' and are used to it, it's not quite fully-developed here, most notably refusing to let you pick up some required items until you turn it back off.
* There's a toggle option in the menu that forces you to press the Use key to manually pick up weapons and items, emulating what would
Changed line(s) 13 (click to see context) from:
* To some, the need to press the Use key on every individual object to pick it up in ''[[VideoGame/WolfensteinTheNewOrder The New Order]]'', from the expected like objective items even to simple pieces of metal to add a single point to your armor meter. While it has its uses (such as being able to save better health and armor pickups if you're already near to your maximum and would be wasting most of their boost), it's still baffling even to those who don't mind it, considering how good the game otherwise is at emulating the late-'90s/early-2000s era of shooters, where everything was picked up by just running over it.
to:
* To some, the need to press the Use key on every individual object to pick it up in ''[[VideoGame/WolfensteinTheNewOrder The New Order]]'', from the expected like objective items even to simple pieces of metal to add a single point to your armor meter. While it has its uses (such as being able to save better health and armor pickups if you're already near to your maximum and would be wasting most of their boost), boost trying to solve a puzzle rather than getting shot at), it's still baffling even to those who don't mind it, considering how good the game otherwise is at emulating the late-'90s/early-2000s era of shooters, where everything was picked up by just running over it.
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* There's a toggle option in the menu that forces you to press the Use key to manually pick up weapons and items, emulating what would be standard with the later games. Most players leave it off because, even if they're coming from ''The New Order'' and are used to it, it's not quite fully-developed here, most notably refusing to let you pick up some required items until you turn it back off.
Changed line(s) 12 (click to see context) from:
* To some, the need to press the Use key on every individual object to pick it up in ''[[VideoGame/WolfensteinTheNewOrder The New Order]]'', from the expected like objective items even to simple pieces of metal to add a single point to your armor meter. While it has its uses (such as being able to save better health and armor pickups if you're already near to your maximum and would be wasting most of their boost), it's still baffling even to those who don't mind it, considering how good the game otherwise is at emulating the late-'90s/early-2000s era of shooters, where everything was picked up by just running over it. Amusingly, its problems are in direct contrast to ''VideoGame/ReturnToCastleWolfenstein'', which has a toggle option in the menu to require manually picking up weapons and items, and then makes it impossible to actually pick up some required items with this system.
to:
* To some, the need to press the Use key on every individual object to pick it up in ''[[VideoGame/WolfensteinTheNewOrder The New Order]]'', from the expected like objective items even to simple pieces of metal to add a single point to your armor meter. While it has its uses (such as being able to save better health and armor pickups if you're already near to your maximum and would be wasting most of their boost), it's still baffling even to those who don't mind it, considering how good the game otherwise is at emulating the late-'90s/early-2000s era of shooters, where everything was picked up by just running over it. Amusingly, its problems are in direct contrast to ''VideoGame/ReturnToCastleWolfenstein'', which has a toggle option in the menu to require manually picking up weapons and items, and then makes it impossible to actually pick up some required items with this system.
Changed line(s) 25 (click to see context) from:
* Enemies respawning after you've cleared a hub area. Yes, one of the most maligned mechanics from the 2009 reboot (itself an example of this) rears it's ugly head again, compounded by the fact that you might be short on ammo or not realize this has happened until it's too late.
to:
* Enemies respawning after you've cleared a hub area. Yes, one of the most maligned mechanics from the 2009 reboot (itself an example of this) rears it's its ugly head again, compounded by the fact that you might be short on ammo or not realize this has happened until it's too late.
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Added DiffLines:
* Enemies respawning after you've cleared a hub area. Yes, one of the most maligned mechanics from the 2009 reboot (itself an example of this) rears it's ugly head again, compounded by the fact that you might be short on ammo or not realize this has happened until it's too late.
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[[folder: Return to Castle Wolfenstein]]
* Weapon pickups provide ''random'' amount of ammo within a certain range. This is especially bad with the Panzerfaust[[note]]provided 1 to 3 pieces of ammunition[[/note]] because it is quite rare and every shot matters when you're up against [[HeavilyArmoredMook Proto]] and [[ThatOneBoss Uber]] [[DemonicSpiders Soldats]]. Due to this many players resorted to SaveScumming to get the maximum amount from every pickup they found.
[[/folder]]
* Weapon pickups provide ''random'' amount of ammo within a certain range. This is especially bad with the Panzerfaust[[note]]provided 1 to 3 pieces of ammunition[[/note]] because it is quite rare and every shot matters when you're up against [[HeavilyArmoredMook Proto]] and [[ThatOneBoss Uber]] [[DemonicSpiders Soldats]]. Due to this many players resorted to SaveScumming to get the maximum amount from every pickup they found.
[[/folder]]
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Changed line(s) 17 (click to see context) from:
* ''[[VideoGame/WolfensteinYoungblood Youngblood]]'' doesn't pause when the player enters a menu, meaning that if this is done during an active firefight, it will leave them vulnerable to attack and become extremely easy to down. Unlike games such as ''VideoGame/AlienIsolation'' (where the lack of ability to pause is a gameplay mechanic that's largely tied to the presence of a single, unkillable enemy), attempting to pause the game in the middle of a hectic scenario in ''Youngblood'' is a surefire recipe for a quick death.
to:
* ''[[VideoGame/WolfensteinYoungblood Youngblood]]'' doesn't pause when the player enters a menu, meaning that if this is done during an active firefight, it will leave them vulnerable to attack and become extremely easy to down. Unlike games such as ''VideoGame/AlienIsolation'' [[/index]]''VideoGame/AlienIsolation''[[index]] (where the lack of ability to pause is a gameplay mechanic that's largely tied to the presence of a single, unkillable enemy), attempting to pause the game in the middle of a hectic scenario in ''Youngblood'' is a surefire recipe for a quick death.
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Changed line(s) 20 (click to see context) from:
* The "buddy" system in the single-player mode was criticized for not working as intended, with the AI sister often being downed, forcing the player to resurrect her constantly during boss fights. Conversely, the AI will often refuse to revive the player when they are downed, in many cases refusing to do so even when they are near each other. This was criticized for having a detrimental effect on the flow of gameplay, especially within the later stages.
to:
* The "buddy" system in the single-player mode was criticized for not working as intended, intended (mainly due to [[ArtificialStupidity the AI being as thick as shit]]), with the AI sister often being downed, forcing the player to resurrect her constantly during boss fights. Conversely, the AI will often refuse to revive the player when they are downed, in many cases refusing to do so even when they are near each other. This was criticized for having a detrimental effect on the flow of gameplay, especially within the later stages.
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Changed line(s) 4 (click to see context) from:
* Enemies respawning after you've already cleared an area. You may have finished a mission and go to backtrack to the central hub, only to discover that the seemingly-empty central stage has once again been littered with additional fresh troops who are trying to impede you. This aspect of the game was repeatedly called out by reviews, who said that it had a detrimental impact on the flow of the missions.
to:
* Enemies respawning after you've already cleared an area.area in the 2009 ''VideoGame/{{Wolfenstein|2009}}''. You may have finished a mission and go to backtrack to the central hub, only to discover that the seemingly-empty central stage has once again been littered with additional fresh troops who are trying to impede you. This aspect of the game was repeatedly called out by reviews, who said that it had a detrimental impact on the flow of the missions.
Changed line(s) 7,9 (click to see context) from:
[[folder:Wolfenstein II: The New Colossus (2017)]]
* Annoying in that it's actually a vital part of shooter gameplay: player damage feedback. While the previous game wasn't the most consistent or efficient with it either, in ''Colossus'', there's barely any indication that you've been taking damage beyond the blurring and some darkening of the screen edges. The result is that there could be an enemy behind you plugging you with a shotgun and you may not have a single idea he's doing that until you notice you're taking damage while no one in front is shooting. Considering the Nintendo Hard nature of the game, it's entirely possible and even extremely likely that you'll keel over dead and not have any idea what just killed you because two soldiers chewed through your health and armor out of view in seconds.
* Unlike ''New Order'', in which stealth was a viable (and even suggested) way of moving through many levels, it has been greatly downgraded in this installment. No longer does the player have the ability to choose a perk to help them find officers on the map, while enemies in general have had their armor and perception greatly increased, not to mention the player not having the ability to move bodies out of sight. As a result, players are generally advised to ignore stealth entirely and simply go through missions guns-blazing.
* Annoying in that it's actually a vital part of shooter gameplay: player damage feedback. While the previous game wasn't the most consistent or efficient with it either, in ''Colossus'', there's barely any indication that you've been taking damage beyond the blurring and some darkening of the screen edges. The result is that there could be an enemy behind you plugging you with a shotgun and you may not have a single idea he's doing that until you notice you're taking damage while no one in front is shooting. Considering the Nintendo Hard nature of the game, it's entirely possible and even extremely likely that you'll keel over dead and not have any idea what just killed you because two soldiers chewed through your health and armor out of view in seconds.
* Unlike ''New Order'', in which stealth was a viable (and even suggested) way of moving through many levels, it has been greatly downgraded in this installment. No longer does the player have the ability to choose a perk to help them find officers on the map, while enemies in general have had their armor and perception greatly increased, not to mention the player not having the ability to move bodies out of sight. As a result, players are generally advised to ignore stealth entirely and simply go through missions guns-blazing.
to:
*
* Unlike ''New Order'', in
Changed line(s) 12,16 (click to see context) from:
[[folder:Wolfenstein: Youngblood (2019)]]
* The game doesn't pause when the player enters a menu, meaning that if this is done during an active firefight, it will leave them vulnerable to attack and become extremely easy to down. Unlike games such as ''VideoGame/AlienIsolation'' (where the lack of ability to pause is a gameplay mechanic that's largely tied to the presence of a single, unkillable enemy), attempting to pause the game in the middle of a hectic scenario in ''Youngblood'' is a surefire recipe for a quick death.
* Enemies have different weaknesses to certain guns, which are represented as small (''very'' small) icons below their health bars. The problem is that the system isn't particularly intuitive, and it can be difficult to figure out which weapon corresponds to which type of armor. In addition, it doesn't take into account the possibility of you not upgrading the "right" weapon or running out of ammo for it, forcing you to engage enemies with the "wrong" weapon, meaning you have to consume even more ammo to take them down. As a result of this system, you don't have the freedom to switch up your weapon loadouts however you like based on your playstyle, instead having to pay constant attention on saving the right weapon for the right enemy.
* Should you die to a boss, you will be kicked back to the beginning of the stage they were in, meaning you will have to replay up to 20 minutes worth of gameplay just to get back to the boss. Even worse, your ammo doesn't refresh when you are sent back to a checkpoint, and you respawn with the amount of ammo you had when you died. This means you can potentially restart an entire level or boss fight with no ammunition.
* The "buddy" system in the single-player mode was criticized for not working as intended, with the AI sister often being downed, forcing the player to resurrect her constantly during boss fights. Conversely, the AI will often refuse to revive the player when they are downed, in many cases refusing to do so even when they are near each other. This was criticized for having a detrimental effect on the flow of gameplay, especially within the later stages.
* The game doesn't pause when the player enters a menu, meaning that if this is done during an active firefight, it will leave them vulnerable to attack and become extremely easy to down. Unlike games such as ''VideoGame/AlienIsolation'' (where the lack of ability to pause is a gameplay mechanic that's largely tied to the presence of a single, unkillable enemy), attempting to pause the game in the middle of a hectic scenario in ''Youngblood'' is a surefire recipe for a quick death.
* Enemies have different weaknesses to certain guns, which are represented as small (''very'' small) icons below their health bars. The problem is that the system isn't particularly intuitive, and it can be difficult to figure out which weapon corresponds to which type of armor. In addition, it doesn't take into account the possibility of you not upgrading the "right" weapon or running out of ammo for it, forcing you to engage enemies with the "wrong" weapon, meaning you have to consume even more ammo to take them down. As a result of this system, you don't have the freedom to switch up your weapon loadouts however you like based on your playstyle, instead having to pay constant attention on saving the right weapon for the right enemy.
* Should you die to a boss, you will be kicked back to the beginning of the stage they were in, meaning you will have to replay up to 20 minutes worth of gameplay just to get back to the boss. Even worse, your ammo doesn't refresh when you are sent back to a checkpoint, and you respawn with the amount of ammo you had when you died. This means you can potentially restart an entire level or boss fight with no ammunition.
* The "buddy" system in the single-player mode was criticized for not working as intended, with the AI sister often being downed, forcing the player to resurrect her constantly during boss fights. Conversely, the AI will often refuse to revive the player when they are downed, in many cases refusing to do so even when they are near each other. This was criticized for having a detrimental effect on the flow of gameplay, especially within the later stages.
to:
*
* Annoying in that it's actually a vital part of shooter gameplay: player damage feedback. While the previous game
* Unlike ''New Order'', in which stealth was a viable (and even suggested) way of moving through many levels, it has been greatly downgraded in this installment. No longer does the player
* Enemies have different weaknesses to certain guns, which are represented as small (''very'' small) icons below their health bars. The problem is that the system isn't particularly intuitive, and it can be difficult to figure out which weapon corresponds to which type of armor. In addition, it doesn't take into account the possibility of you not upgrading the "right" weapon or running out of ammo for it, forcing you to engage
* Should you die to a boss, you will be kicked back to the beginning of the stage they were in, meaning you will have to replay up to 20 minutes worth of gameplay just to get back to the boss. Even worse, your ammo doesn't refresh when you are sent back to a checkpoint,
* The "buddy" system in the single-player mode was criticized for
Added DiffLines:
[[folder:Wolfenstein: Youngblood]]
* ''[[VideoGame/WolfensteinYoungblood Youngblood]]'' doesn't pause when the player enters a menu, meaning that if this is done during an active firefight, it will leave them vulnerable to attack and become extremely easy to down. Unlike games such as ''VideoGame/AlienIsolation'' (where the lack of ability to pause is a gameplay mechanic that's largely tied to the presence of a single, unkillable enemy), attempting to pause the game in the middle of a hectic scenario in ''Youngblood'' is a surefire recipe for a quick death.
* Enemies have different weaknesses to certain guns, which are represented as small (''very'' small) icons below their health bars. The problem is that the system isn't particularly intuitive, and it can be difficult to figure out which weapon corresponds to which type of armor. In addition, it doesn't take into account the possibility of you not upgrading the "right" weapon or running out of ammo for it, forcing you to engage enemies with the "wrong" weapon, meaning you have to consume even more ammo to take them down. As a result of this system, you don't have the freedom to switch up your weapon loadouts however you like based on your playstyle, instead having to pay constant attention on saving the right weapon for the right enemy.
* Should you die to a boss, you will be kicked back to the beginning of the stage they were in, meaning you will have to replay up to 20 minutes worth of gameplay just to get back to the boss. Even worse, your ammo doesn't refresh when you are sent back to a checkpoint, and you respawn with the amount of ammo you had when you died. This means you can potentially restart an entire level or boss fight with no ammunition.
* The "buddy" system in the single-player mode was criticized for not working as intended, with the AI sister often being downed, forcing the player to resurrect her constantly during boss fights. Conversely, the AI will often refuse to revive the player when they are downed, in many cases refusing to do so even when they are near each other. This was criticized for having a detrimental effect on the flow of gameplay, especially within the later stages.
[[/folder]]
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Changed line(s) 7 (click to see context) from:
[[spoiler:Wolfenstein II: The New Colossus (2017)]]
to:
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[[foldercontrol]]
[[folder: Wolfenstein (2009)]]
* Enemies respawning after you've already cleared an area. You may have finished a mission and go to backtrack to the central hub, only to discover that the seemingly-empty central stage has once again been littered with additional fresh troops who are trying to impede you. This aspect of the game was repeatedly called out by reviews, who said that it had a detrimental impact on the flow of the missions.
[[/folder]]
[[spoiler:Wolfenstein II: The New Colossus (2017)]]
* Annoying in that it's actually a vital part of shooter gameplay: player damage feedback. While the previous game wasn't the most consistent or efficient with it either, in ''Colossus'', there's barely any indication that you've been taking damage beyond the blurring and some darkening of the screen edges. The result is that there could be an enemy behind you plugging you with a shotgun and you may not have a single idea he's doing that until you notice you're taking damage while no one in front is shooting. Considering the Nintendo Hard nature of the game, it's entirely possible and even extremely likely that you'll keel over dead and not have any idea what just killed you because two soldiers chewed through your health and armor out of view in seconds.
* Unlike ''New Order'', in which stealth was a viable (and even suggested) way of moving through many levels, it has been greatly downgraded in this installment. No longer does the player have the ability to choose a perk to help them find officers on the map, while enemies in general have had their armor and perception greatly increased, not to mention the player not having the ability to move bodies out of sight. As a result, players are generally advised to ignore stealth entirely and simply go through missions guns-blazing.
[[/folder]]
[[folder:Wolfenstein: Youngblood (2019)]]
* The game doesn't pause when the player enters a menu, meaning that if this is done during an active firefight, it will leave them vulnerable to attack and become extremely easy to down. Unlike games such as ''VideoGame/AlienIsolation'' (where the lack of ability to pause is a gameplay mechanic that's largely tied to the presence of a single, unkillable enemy), attempting to pause the game in the middle of a hectic scenario in ''Youngblood'' is a surefire recipe for a quick death.
* Enemies have different weaknesses to certain guns, which are represented as small (''very'' small) icons below their health bars. The problem is that the system isn't particularly intuitive, and it can be difficult to figure out which weapon corresponds to which type of armor. In addition, it doesn't take into account the possibility of you not upgrading the "right" weapon or running out of ammo for it, forcing you to engage enemies with the "wrong" weapon, meaning you have to consume even more ammo to take them down. As a result of this system, you don't have the freedom to switch up your weapon loadouts however you like based on your playstyle, instead having to pay constant attention on saving the right weapon for the right enemy.
* Should you die to a boss, you will be kicked back to the beginning of the stage they were in, meaning you will have to replay up to 20 minutes worth of gameplay just to get back to the boss. Even worse, your ammo doesn't refresh when you are sent back to a checkpoint, and you respawn with the amount of ammo you had when you died. This means you can potentially restart an entire level or boss fight with no ammunition.
* The "buddy" system in the single-player mode was criticized for not working as intended, with the AI sister often being downed, forcing the player to resurrect her constantly during boss fights. Conversely, the AI will often refuse to revive the player when they are downed, in many cases refusing to do so even when they are near each other. This was criticized for having a detrimental effect on the flow of gameplay, especially within the later stages.
[[/folder]]
----
[[folder: Wolfenstein (2009)]]
* Enemies respawning after you've already cleared an area. You may have finished a mission and go to backtrack to the central hub, only to discover that the seemingly-empty central stage has once again been littered with additional fresh troops who are trying to impede you. This aspect of the game was repeatedly called out by reviews, who said that it had a detrimental impact on the flow of the missions.
[[/folder]]
[[spoiler:Wolfenstein II: The New Colossus (2017)]]
* Annoying in that it's actually a vital part of shooter gameplay: player damage feedback. While the previous game wasn't the most consistent or efficient with it either, in ''Colossus'', there's barely any indication that you've been taking damage beyond the blurring and some darkening of the screen edges. The result is that there could be an enemy behind you plugging you with a shotgun and you may not have a single idea he's doing that until you notice you're taking damage while no one in front is shooting. Considering the Nintendo Hard nature of the game, it's entirely possible and even extremely likely that you'll keel over dead and not have any idea what just killed you because two soldiers chewed through your health and armor out of view in seconds.
* Unlike ''New Order'', in which stealth was a viable (and even suggested) way of moving through many levels, it has been greatly downgraded in this installment. No longer does the player have the ability to choose a perk to help them find officers on the map, while enemies in general have had their armor and perception greatly increased, not to mention the player not having the ability to move bodies out of sight. As a result, players are generally advised to ignore stealth entirely and simply go through missions guns-blazing.
[[/folder]]
[[folder:Wolfenstein: Youngblood (2019)]]
* The game doesn't pause when the player enters a menu, meaning that if this is done during an active firefight, it will leave them vulnerable to attack and become extremely easy to down. Unlike games such as ''VideoGame/AlienIsolation'' (where the lack of ability to pause is a gameplay mechanic that's largely tied to the presence of a single, unkillable enemy), attempting to pause the game in the middle of a hectic scenario in ''Youngblood'' is a surefire recipe for a quick death.
* Enemies have different weaknesses to certain guns, which are represented as small (''very'' small) icons below their health bars. The problem is that the system isn't particularly intuitive, and it can be difficult to figure out which weapon corresponds to which type of armor. In addition, it doesn't take into account the possibility of you not upgrading the "right" weapon or running out of ammo for it, forcing you to engage enemies with the "wrong" weapon, meaning you have to consume even more ammo to take them down. As a result of this system, you don't have the freedom to switch up your weapon loadouts however you like based on your playstyle, instead having to pay constant attention on saving the right weapon for the right enemy.
* Should you die to a boss, you will be kicked back to the beginning of the stage they were in, meaning you will have to replay up to 20 minutes worth of gameplay just to get back to the boss. Even worse, your ammo doesn't refresh when you are sent back to a checkpoint, and you respawn with the amount of ammo you had when you died. This means you can potentially restart an entire level or boss fight with no ammunition.
* The "buddy" system in the single-player mode was criticized for not working as intended, with the AI sister often being downed, forcing the player to resurrect her constantly during boss fights. Conversely, the AI will often refuse to revive the player when they are downed, in many cases refusing to do so even when they are near each other. This was criticized for having a detrimental effect on the flow of gameplay, especially within the later stages.
[[/folder]]
----