omega64: Was it the same as in Dead Rising 2?
Too Human : a unskippable 30-second cut-scene every time you die...in a game where you die quite often.
People mainly complained about the controls and level design, but none of this bothered me, but
a unskippable 30-second cut-scene every time you die drove me mad.
Wasn't there an achievement for dying a certain amount of times? :P
Splinter Cell Blacklist: adapting the game so that it would also play like a shooter made the controls noticeable clumsy and clunky to me, I also did not like that some areas could only be accessed in co-op: 'here's a door, but you can only kick it in if you are in co-op'.
Dead Space 3 did the same. So frustrating. The 2nd player character has a personality change out of nowhere if you haven't played the co-op parts.
If I remember correctly DR2 had no auto-saves and check-points, you had to save manually in a safe-room.
Looking at the Dead Rising games in hindsight, what I wanted the most from these games is actually what
State of Decay currently offers in its game, its what I wanted those games to be like.
The Dead Space and Splinter Cell series have in my mind always been single-player games, so I don't get the sudden change to co-op. Especially since Dead Space 2 was so successful already.
When you put co-op in a game it usually ends-up being more of an action game, regardless of whether its stealth or horror.