The last armour class is the Eagle, who can be identified as they carry a med pack around on their backs. Caution is definitely the order of the day with these guys. Their two main attacks are a spin that hits twice, or an overhead smash that can one shot you with no problem. These move slowly and are easy to kite around, but if they do hit you it can often be curtains, as the amount of power they pack is unreal. The next new enemy is a real heavy hitter the new Ogre class. Luckily, the act of charging means they can’t attack for a couple of seconds, so that’s the ideal time to press the attack and try and defeat them before they can bring their weapons to bear. One exception is a new Lumberjack attraction, where the bad guys have the ability to charge their weapons up with electricity, causing issues if they hit you. The Mantis class is the light duty class, and they don’t cause too many issues, as long as you’ve been upgrading your rig appropriately. Of more interest are the three new exo suit enemies that you’ll come across. Other mascots involve coffee beans, iron bars and even cans of soda, each with a strange looking head that can be scavenged and worn – if you really want to! The donut headed enemy is my personal favourite, however the way that it leaps around, attacking with its oversized, white gloved hands makes it an enemy to watch. There are new enemies to face as well, including the mascots for the park, which look a whole lot funnier than they actually are. In the new area, opening doors or restoring the power opens new pathways, themed around the various rides that are in the park.Īs you’d expect for an expansion, the changes aren’t restricted only to the new areas. What follows, without going into the fine details of the story, is that you have to explore the park, moving through sections that open into new sections, in a different layout to the rest of the game. So, with these tasks in front of you, whose job do you think it is to get things up and going? That’s right, it’s ours! The power is out, the computer network is down, and the rest of the rescue team is ominously radio silent. After talking to him, it becomes clear that all is not well at CREO World. Unfortunately for the team, their helicopter crash landed in the park, and the only team member who is currently available to talk to is holed up in a precariously balanced module which acts as the hub for this area. Upon entering the park, our hero is contacted by the lone survivor of a rescue squad that was sent to the park to help rescue the civilians. As you may expect given the tone of the rest of the game, there is however no rest and relaxation to be found at CREO World, as the park mascots and workers all seem to have undergone the same transformation as the rest of the world’s populace. With the ticket in my cold, metal hand, I boarded the train and went off to CREO World, hoping for an Alton Towers-esque break from all the death and destruction of the main game. Now, part of the fun of the DLC is finding where it is and how to get there, so I’m not going to reveal too much about the path to CREO World, but once the DLC is active, checking your inventory will reveal a ticket allowing admission.
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