(If «waves of bullets» scares you, don't worry — there are only a few really bullet -
intensive areas in the game, and none of them approach «bullet hell» levels of density — at least not on Normal difficulty.)
Not exact matches
Whether it was from poisonous cloud
intensive areas such as the Resolve Biolabs or the seemingly radioactive tunnels of the Production Facility, I never once truly witnessed a dip
in performance while playing the
game on its performance setting.
Individual floors (or sometimes groups of about three) serve as individual levels; the
game automatically saves your progress whenever you move from one level to another, as well as when you enter / leave a «shadow corridor» — very light - trick
intensive areas, often featuring the ability to rotate your view at specific locations
in order to significantly alter the layout — or die due to running out of weight.
What we could really use here instead of a bunch of context - free graphics options is a short series of calibration «playrooms» based on the most CPU and GPU
intensive areas of the
game, where settings combinations can be tested
in real time.
Even gaming on graphically
intensive games was a joy and I found slowdown
in only a few minor
areas, but of course, this will change depending on the
games you play.