DS1:R caught my attention only shortly before release. Talk of maybe putting back in some dropped content, altering weaker elements of DS1 to be like DS2 (as with Zero-G), replacing ADS (still need to see if Slug became a real fight or if their solution for the rocks is the same for that boss with no option to face it more normally), new extras, rebalancing, etc. Some interesting choices here and there (pretty positive going into release). Not so positive when I see a bunch of leftists nonsense just tossed into the background.
A fine thing I didn't buy the game or I'd be pretty mad about such a stunt even if everything else was stellar. I'll have a chance to see the rest of the game played through more in time. I have moderate interest in their system for RNG events that don't have to happen in a given playthrough (allowing for repeat play even in New Game) to differ from player to player (though it might be within your control in some regards depending on how it was set-up).
Early impression is that the 'peeling' system added is mostly QoL in nature (making it more clear on models without need of an HP bar) about how near you are to taking limbs off be it by blasting, cutting, burning or otherwise removing the flesh to reveal the bone beneath. I've yet to see someone catch a Spitter glob, but I doubt that got removed (their new design isn't as good, but I do like it being more clear they are Female Slashers with this ability). I've seen stasis canisters (class 4), but no signs of 'thrusters'. Vent fans may well be class 5 this time, which would be a pretty huge upgrade in terms of one-time use, but a big downgrade for repeat application (think they were class 2 before). Still not convinced TK beyond impale get any sort of option to buff with upgrading (and upgrades to TK will no doubt fail even with a DLC MAX to pick up so much as a small beat-up still living foe to TK around).
Stasis seems nerfed from the OG (needing more upgrading to get back what we had *not sure if we can surpass it at MAX*) without the regen of DS2 (still have stations and packs, at least). The canisters can only do so much. Seems a waste we might have fully lost the 3D model/map as an option (pure 2D now) owing mostly to this one-shot, seem-less, no-loading business (tram as a fast travel tool instead of chapter bookend thing). Not having ANY fights on the Tram seems like a waste (same for vents *really want the Flytrap to make it in, but I know it won't*). Also, why can't I TK pods (not quite Cysts, but whatever) or swarm, even? The former from Guardians (whom I'm sure still won't let you just finesse them or delimb their decap tentacle) would be just lovely to use against them (if only catching them when spat out and not yet touching the floor).
Flamethrower seems better than before (with one secondary being a fire wall taken out of Diablo 1 *though I'm not yet sure it will act like an invisible wall keeping foes at bay versus them just running through like it isn't there...and being able to burn us if trotting through*). Haven't seen if it is full DS2 with oxidizer added (as the model we had in DS1 should have had already if only via an optional upgrade *not having this by default and lacking delimb really should have made it super strong direct DMG from base, just that you need nodes at the bench for neat utility stuff like the fire spreading, sticking to surfaces, superior duration for the DoT, making Necros flail when burning, having opps afraid to approach fire, etc.*). This to enable use in a vacuum.
Wheezers...I saw a troublesome clip where it looked like they just let us (if not force us) do a CS finisher on them. I wouldn't be super happy with that decision, frankly. I don't necessarily need them to be mobile threats (yet), but it seems a waste as is. The 'poison' (toxin) should job to fire, anyway. Burn it all away (like the corruption of Leviathan). Being kek'd by it like you're in a true no o2 bit is dumb. Even humoring this, just nerf our range, duration, DMG, etc. Don't fully cut us off even with base (save that for truly hazardous conditions you can opt out of via their new use of the battery circuit breakers *pick between losing lights, air, power to interactibles, etc.*). Speaking of, reasonably sure I saw the battery locked into place when stuck in, which wouldn't be great (as I'd like the option to pull the plug whenever I see fit *and want to use it as a Class 3 object*).
Balance with so many objects upgraded to Class 5 is going to be very different. I bet we STILL can't TK the darts of Lurkers (nor even their severed tentacles). Angers me. No Pukers, I'm sure. Probably no Nest, but one can hope. I'd like to think more things will show up in Zero-G, but it might still just be all Leapers and Lurkers, which would make things far less interesting. Thought I saw gravity panels working different, which I'm not feeling. Multiple alt fires (at least for some tools). While I don't like the original Pulse Rifle option, it should still exist (just buffed). The new one is just a grenade. I'd rather it were a bootleg Detonator (from DS2). Full on-trip mine. Instead, they've got a DS3-esque trip wire (cool as it is) seemingly replacing the timed mine of Line Gun (should have the option to pick this, let it attach to walls *at least in Zero-G* and make it so we can TK the orb to toss it with trick shots *would be wanting that for a lot of things*).
Flamer's fire wall is swell, but it would be something of a shame to not also have the firepool (old secondary). Not sure why the Contact Beam primary was made the secondary (doubt you can get the floor blast let alone the OP stasis version of DS2, but you never know), but the new primary is sort of a sustained beam (not sure how good it is yet). Force Gun, Flamethrower and Pulse Rifle (if not also Contact Beam) could very easily just be tools about 'peeling' (not so much delimbing). I'm more of the opinion the flammenwerfer should be doing more than this (like destroying corpses so an Infector can't do its thing *nice they can be torn to bits unlike before*, slowing Twitchers as a counter to their malfunctioned stasis and even slowing regen of Not-Hunter). Losing 'peeling' value too in exchange for all the gimmicks noted would be to my liking. I sure hope it has the range (with upgrading, at least) and bugs fixed (DoT can lead to no weakpoints left to destroy when upside down *so you just have to die*) to better deal with Hivemind.
Don't really care for Plasma Cutter having a taste of DoT belonging to said weapon that should be tops for our foes (given they're zombie aliens inspired by a bunch of sources jobbing to fire). Ripper alt. fire seems really suspect (bouncing around types can easily underwhelm). Think I've seen the DS2 slap with angling vertically. Nodes don't open secret doors now. It is about 'clearance', which appears totally about progression (and backtracking). Side-missions are added. Schematics seem mostly for things to buy at the store, but not for weapons (found as you go, but I don't know if they're forced just yet *should be missables*). I've seen the Foam Finger of DS2 returned, but no signs yet of "Hard Core" (gimmick mode with limited saves that restarts you upon death until reloading). Should have that as an alt.H along with maybe other challenges to opt in for (with rewards). Feats, too (fast clear, build up a ton of resources, all kills, minimal kills, no DMG, X tool ONLY, no store, no bench, etc.).
Another gimmick mode could go the DMC route. Heaven or Hell (alt. VH). Then there is Hell or Hell (alt. H again). Perhaps the DOOM route with Nightmare (foes attack even more frequently *to the point of absurdity* and respawn on a timer *though I still think it should have been only via Archvile that gib'd foes could be brought back to give the otherwise cosmetic feature a mechanical value if only in this mode while on lower modes it would prevent rez from the Archvile so it has merit more generally to overkill, go full Brutal Doom destroying bodies and even pull a DOUK NOUK KEM by letting crushers or doors compact fools since hazards maybe don't get enough love in the franchise*). As before, we definitely should have taken the laser surgery thing as a weapon (oversight), but beyond that how is it Isaac overlooks the gravity wells? Force Gun has a secondary to pull things in, but no weapon (that I know of) gets to create such a hazard (even if temporary). Shame.
Another pity? I doubt the flamethrower gets infinite range and an altered look in Zero-G environments. Cooking the guts of a Pregnant before even killing it would be cool. XBOX crates should be upgraded to look like the Series X (maybe toss in the odd PS5, Switcharoo *or whatever*, copies of DS3, etc.). Still see no objects during dragger bits (lame for No-Gun). No way to upgrade melee (and probably not even with NG+ DLC MAX). An 'overcharge' (causing cooldown) for stasis and kinesis could be neat in exchange for a much more potent version of the normal thing. That's probably enough for now regarding pre-release things (may have forgotten to list off a bit, but whatever). Any of you lot have thoughts to share? I think they're getting too much credit for mostly taking improvements from DS2 and slipping them into DS1. To think they can really add to DS2 is probably overly optimistic (let alone redo DS3 as if it never happened). DS2:R seems really likely should this sell well (it just might with how weak things are).
I'm not super bothered about Isaac having VA work in DS1 now or his new look (reminds of Doomguy a bit) though I don't see a reason to have changed the latter at all. Nicole being a hag is pretty shit (I don't care if the actress looks like that, de-age her and alter the face to be more in-line with the original). The new crew is pretty crap, too (vastly preferred my Jason X officer as Hammond). I'd heard there is a secret ending, but haven't gotten around to viewing it yet (nor learning the conditions). Think the new costumes are all pure cosmetics (no special bonuses, which doesn't really do much for me *could have done a better job for the look of a few, too*). A photo mode might have been fun if only for NG+ (trying to keep New Game pure). Hear you can't pause like we could before. Would be good for NG+ if only via Photo Mode (which would be cool for making custom thumbnails for saves at the very least).