GAMEPLAY
- Shoot stuff.
- Handgun has unlimited ammo, but is upgradable. Acquire weapons during play to make them available for upgrading.
- Weapons are assigned to the Dpad as 4 shortcuts. If you carry more than 4 weapons, the "unassigned" extras are listed in your Status Screen where they can be swapped.
- Gone thru a few button QTEs already. On Normal Difficulty, the QTE time window seems more generous than REUC. Haven't seen a waggle QTE yet.
- Your partner character has a Health Gage, and I think any time there's a grapple with a zombie a bit of health is lost, despite no bites. Bummer.
- If YOU grapple with a zombie, you can perform a counter-attack. The more you let this happen, the harder it will be to counter.
- First Aid Sprays act as instant continues just like the Bottled Fairies in Zelda, health reaching zero. Cannot be used manually, and I'm not sure if more than one can be carried.
- Multiple Green Herbs can be stored, shown on the Status Screen. You manually use Green Herbs in-game by pressing Plus. They are not instantly consumed upon pick-up.
- To upgrade weapons, you spend Gold. Gold can be found in the stages, and I think some Gold is calculated from your Stage Rating, I have to confirm. The currency seems less abundant than the Star Points in REUC (that, or the upgrades seems more expensive given the amount of work).
- You are rated at the end of each stage. The scorecard tracks a few more details than last time, and computes a numerical score in addition to a letter grade.
- The Status Screen does count against your Completion Time rating.
HEADSHOTS
- I'm having a much easier time with headshots despite the shaky cam people like to whine about. I became good at headshots in REUC, but that involved 1) a big screen TV; 2) frustrating practice with the aim and reticule.
- Summary of improvements: superior aim (I encourage trying the Sensitivity Adjustment), smoother screen action, cleaner reticule, larger weak point on the zombie forehead, and less stupidity in the form of jackass REUC zombies that leaned their heads back hours at a time after you unsuccessfully shoot them in the head, making headshots nearly impossible cuz they got too close to you by the time they raised their heads up.
- Because of shaky cam, you won't have forever to get you headshots like you were riding Disney's Small World, you gotta act fast. But it shouldn't take long to get a feel for the character's camera behavior; don't count on getting those distant enemies or shooting anything when the character spins in circles in panicked confusion. In between those moments you'll run into narrower passages and many "stand and fight" situations, which will host the majority of your headshots.
- The camera still sways a bit during "stationary" moments, but the controls still prove to be effective.
- My Stage1 headshot rating was a C, my Stage2 headshot rating was an S. My IR Handjob has been out of practice.
- I'll play another stage tonight then re-evaluate my opinion if necessary.
- Advice: aim high, aim above the eyes, and not simply at the face.
EXTRAS
- You can view the CG FMV cutscenes from completed stages.
- Some bonus files/pickups go toward the logbook, where you can view an info snippet and the 3D model of an enemy/character, displayed at 60fps.
- Bonus costumes for later.