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As I recall, that was sluggish, especially when in confined areas, which much of the game is, of course. I’ve not played DT2 for a good while, but something that’s just come to mind is the manoeuvrability of your own craft. The ‘easter eggs’ were fun to find, although I’ve no idea whether I’ve discovered anything like all or even close to all of what could be found. And the tangling seaweed was really annoying it inhibited rather than enhanced play – and there was so much of it! That would have been fine as an occasional obstacle, but it seemed that you could hardly see what you were doing – you could hardly see the game therefore – level after level. One factor is that we play with our eyes – and much of the DT2 terrain was obscured by murky waters and thus very limited vision. Whilst DT2 was/is an undoubtedly faster and more frenetic game to play, it wasn’t nearly as enjoyable for me. The map/position locator in DT1 was sorely missed in DT2. Likewise, searching the wide open seabed for weaponry and small groups of enemies (and remembering next time where those far-off locations were) was an integral part of the enjoyment. DT2 lacked this as it’s much more linear. Therefore, every game could be different. Being able to approach alien bases from whichever angle you wanted, or deciding in which order to attack them – and how – allowed you to strategise the way you played the game. Some unorganised thoughts… For me, one of the great joys of DT was the ability to roam the underwater landscape as you desired.
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