>>720130095
>most of the stuff in the locked rooms are just extra money or nodes
Ripper ammo, portable Oxygen Tanks, I think Large Health Packs, Contact Beam ammo, and a few others were locked behind optional doors. A decent amount is the same but there's still a good chunk of stuff locked behind backtracking to these places. It also ruins Power Node rooms being interesting areas because now the Power Node rooms barely give you anything better than what these higher security clearance doors do a lot of the time.
>it doesn't destroy the pacing because they never really take that long
The path to Hydroponics takes five times as long to get to compared to the original and forces you back into the Loading Bay for like the fourth time by that point all to justify having to fight their respawning enemies.
You now have to go grab the security clearance underneath one of the trams in the administrative decks just to unlock a tram back to the main story.
You now have to go to an interim area and go up an elevator just to access another interim area to take you to a tram in the living quarters.
You now have to play a fan puzzle for no reason at all just to move the Marker on Aegis VII compared to the original when it's already the most boring and padded part of the game.
Flying back instead of taking the tram back after Nicole was a good change though, same deal with having to actually fight the Leviathan on the hull with the guns.
>because when i enjoy a game, i want to play more of it and for it to never end but that's me.
I love Dead Space and Remake was alright, but Remake just padded it to hell when it was already paced well outside of Aegis VII's slow escort mission, added in a worse combat mechanic in skin, made the game easier with no Impossible difficulty, ruined my favorite gun, ruined Power Node rooms, ruined Hammond by making him obsessed about a literal who all game, ruined the Valor by adding the nuke room, and ruined Mercer's story in particular.