{"id":1937,"date":"2009-12-19T03:27:18","date_gmt":"2009-12-19T03:27:18","guid":{"rendered":"http:\/\/danielprimed.com\/?p=1937"},"modified":"2009-12-19T03:27:18","modified_gmt":"2009-12-19T03:27:18","slug":"differences-between-house-of-the-dead-ii-and-iii","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2009\/12\/differences-between-house-of-the-dead-ii-and-iii\/","title":{"rendered":"Differences Between House of the Dead II and III"},"content":{"rendered":"

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\"house-of-the-dead-goldman\"<\/p>\n

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I’ve been meaning to chat about the differences between House of the Dead II<\/em> and III<\/em> since I finished the Wii \u201cremake\u201d<\/em><\/a> a few months ago. Basically there are two fundamental differences between the games:<\/p>\n

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Player Routes<\/h3>\n

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House of the Dead II<\/em> employs a more organic progression system than the series’ third installment. By saving civilians or shooting important props (such as keys) the path branches off to a divergent stream which runs parallel to the main path. These \u201ctriggers\u201d will also turn up on the alternative streams and if they’re not activated then they’ll send the player on another course, often back to the main path. Each level in House of the Dead II<\/em> is therefore a tree of branching routes which shoot off and intersect with one another. Since activating the \u201ctriggers\u201d is skilled based, the respective path which opened up are often scaled to the corresponding difficulty. That is, if the player reacts quickly to the situation, then they’ll be diverted to a path which increases the challenge. Alternatively, if the player misses a \u201ctrigger\u201d then they’ll remain on the same path or revert to an easier course. What this means is that a novice and professional player will likely have different experiences through the same levels. As such the experience unfolds dynamically in real time, catering to needs of the player.<\/p>\n