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f13.net General Forums => But is it Fun? => Topic started by: Velorath on October 16, 2008, 01:11:30 PM



Title: Dead Space - EA Redwood Shores - 360
Post by: Velorath on October 16, 2008, 01:11:30 PM
Been looking forward to this one for a while now.  That Warren Ellis worked on the backstory, and his Fell collaborator Ben Templesmith did the art for the comics (watch the somewhat animated versions on gametrailers.com) only increased my enthusiasm.  Add to that the DVD release of Dead Space: Downfall (which I likely won't be picking up), and it's obvious that EA's ambitions for Dead Space go far beyond just games.  Of course if the game itself ended up being shit, none of those plans would matter.  So, having played a couple hours of the game so far, how do I feel the game itself stacks up?

The first thing that caught my attention was how effective the complete lack of an HUD feels.  Getting rid of all the clutter on screen really does a lot to help the atmosphere, and I wouldn't be surprised to see Bioshock 2 copy some of Dead Space's ideas in this regard.  Speaking of Bioshock, while many previews have made the obvious comparisons to Resident Evil and Silent Hill, those who compared it to Bioshock were much more accurate.  Picture Bioshock on a space ship with enemies that have to be dismembered, and you'll get a pretty good idea of whether or not you'll like this game.

So the atmosphere of the game is pretty well done, but how about the controls?  To be honest, I do have a few issues with them.  In particular I hate having to hold down the left bumper to run, and there are just too many controls in general.  It feels odd to have such an elegant HUD (or rather a lack of HUD), and then to have the controls be so cluttered.  This is one game where I can see the controls being somewhat better on the PS3, just for the fact that the left analog stick on the 360 is a little too close to the left trigger and bumper, both of which get heavy use in this game (probably over half the controls require holding down one of those buttons while pressing another).  Just felt awkward to me to have my thumb, index finger, and middle finger on my left hand all crowded together and in constant use like that.  Obviously this is a matter of personal preference.

The other question I imagine people will ask about this game is whether or not it's scary.  Now I haven't really gotten that far into yet, but it does have some scary moments so far.  It's not as creepy as the first couple Silent Hill games, but you'll definitely be feeling some tension while you're playing.  There's enough downtime in between attacks usually that the tension builds to a point where everytime I rounded a corner or entered a room I almost wanted something to attack me just to get it out of the way.  Most of the scares so far have been of the "quick shock of something jumping out at you" variety.

All in all this game is pretty much exactly what I was hoping for (although with some minor control complaints).

- Buy It


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 16, 2008, 01:35:21 PM
On the PS3 the controls are vastly superior, you nailed it. Having played both versions, I really can't recommend this  as a 360 title to anyone that owns both systems.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Morfiend on October 16, 2008, 02:08:59 PM
On the PS3 the controls are vastly superior, you nailed it. Having played both versions, I really can't recommend this  as a 360 title to anyone that owns both systems.

Please go in to detail on this.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Velorath on October 16, 2008, 02:14:37 PM
On the PS3 the controls are vastly superior, you nailed it. Having played both versions, I really can't recommend this  as a 360 title to anyone that owns both systems.

Please go in to detail on this.

Running requires holding down the left bumper and moving with the left analog stick.  Since they're so close together on the 360 controller, it cramps the fuck out of my index finger, which also has to spend a lot of time holding down the left trigger for drawing your gun, or using stasis and Kinesis.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Ingmar on October 16, 2008, 03:21:20 PM
Argh, why is moving on the left stick!


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 16, 2008, 03:59:03 PM
Uh, why wouldn't it be?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Morfiend on October 16, 2008, 04:02:41 PM
Uh, why wouldn't it be?

Cause they where trying to pull a Too Human?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 16, 2008, 04:05:35 PM
Move is on the left stick in Too Human also.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Ingmar on October 16, 2008, 04:06:43 PM
Maybe I got my left and right confused. Shit, now I won't know wtf is normal until I go home and fire up the 360.  :uhrr:


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 16, 2008, 04:10:58 PM
Wat


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Ingmar on October 16, 2008, 05:11:11 PM
Um yeah. NOTHING TO SEE HERE. :uhrr:



P.S. Snape kills Diablo.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Lakov_Sanite on October 17, 2008, 09:54:39 AM
Um yeah. NOTHING TO SEE HERE. :uhrr:



P.S. Snape kills Diablo.

Spoiler that shit!



Asshole.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Morfiend on October 17, 2008, 11:27:33 AM
How scary is the game?

Are we talking Silent Hill or Bioshock? Bioshock I can do but Silent Hill just creeped me out to much.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 17, 2008, 11:28:12 AM
In between. There was one part though, that sticks out, that made my stomach turn. It was great.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: kildorn on October 17, 2008, 12:39:41 PM
The movement and controls have halted my progress in the game. For some reason I just have issues with the number of things to press at any time on a controller to do shit. I'd have preferred mappable controls, since they'd make more sense to me (L1 to aim + L2 to fire would be better for my brain), a lot of my scare factor in the game was due to the over shoulder camera (my brain again, I'd be more comfortable over the OTHER shoulder, this side makes my eyes hurt for some reason), and when jumped trying to remember what button does what.

The HUDless system is fucking Wonderful however. Like, amazing and shit.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 17, 2008, 12:42:12 PM
You're finding the controls that complicated?

/shrug

I've already beat the game and through part of my second run through. It's no more complicated than memorizing a hotbar in an MMOG.

Quote
(L1 to aim + L2 to fire would be better for my brain)

WAT

Are you crazy? Maybe that's the problem. I don't keep my middle finger on the triggers, index for both shoulder buttons.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: kildorn on October 17, 2008, 12:47:14 PM
I dislike having to use both hands to do something simplistic, I also dislike the timing on the skills. Basically with having to split aim/fire where if you hit fire too soon you end up punching is strange to me. L1 aim L2 fire would give me a far smoother combat mechanic for how I hold the controller. Hence the love of mappable buttons.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 17, 2008, 12:48:48 PM
Did you play through RE4? Did it allow you to remap buttons?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: kildorn on October 17, 2008, 12:50:23 PM
I didn't play RE4 at all, I stopped REs at like, 2 or something.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 17, 2008, 01:46:13 PM
Well, in that case, I should warn you, it's become the norm for L trigger/bumper to pull out the gun and right trigger/bumper to fire.

Just keep playing, it's worth it.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Kitsune on October 19, 2008, 02:06:12 AM
So, wait.  Are we talking System Shock 2, here (exploration, hacking/secret uncovering, careful resource management, chilling statements on humanity) or Silent Hill (more linear, no hacking, oh my god something's eating my face)?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Velorath on October 19, 2008, 02:37:46 AM
Like I said, it's more like Bioshock.  It's fairly linear (at any time you can press a button to bring up a line on the ground pointing you to your next objective), with a small amount of exploration if you're looking for items or ammo.  There's also a lot of backtracking through areas.  You have to conserve ammo somewhat, but really it's not a huge problem on normal difficulty as just about every enemy you kill either drops ammo or money (or something you can sell for money) which you can then take to one of the numerous stores in the game to purchase whatever you need.  People who thought Bioshock was too easy might want to just start off on the hardest difficulty here.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: RUiN 427 on October 20, 2008, 02:26:53 PM
Dude, get this game. I haven't played much but it's solid. Graphics are tight, controls feel tight. I got startled more than 5 times in the 1st chapter... i was playing in the dark with headphones on. Particularly the "omg theres one right behind me" moments. Have you ever felt a more satisfying melee in a shooter?

oh and the backtracking works because thats what you would be doing in that situation


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 20, 2008, 02:42:48 PM
The backtracking doesn't matter once big. The reality is you're in a confined space. As I said in the review - nobody complained about backtracking when they were watching Event Horizon or Pitch Black.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: murdoc on October 20, 2008, 02:48:39 PM
The sound for this game is fucking incredible. It's giving my finally finished basement home-theatre a real nice work-out.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 20, 2008, 02:49:40 PM
The sound for this game is fucking incredible.

YES

Possibly better than MGS4.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Velorath on October 21, 2008, 03:14:44 AM
In between. There was one part though, that sticks out, that made my stomach turn. It was great.

I'm curious as to what part that was.  Just finished up the game tonight and never came across anything disturbing enough to make my stomach turn.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 21, 2008, 09:21:17 AM
In between. There was one part though, that sticks out, that made my stomach turn. It was great.

I'm curious as to what part that was.  Just finished up the game tonight and never came across anything disturbing enough to make my stomach turn.
I've started playing through it again, and turns out it simply won't happen every time. I managed to get myself into a space where something horrific spawned right in front of me. Turns out it wasn't scripted.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Engels on October 21, 2008, 10:36:07 AM
Anyone played the PC version? Any comments?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Yegolev on October 21, 2008, 12:11:20 PM
Anyone played the PC version? Any comments?

I'm hoping Direct2Drive lets me download it soon.  They said Oct 21 but I'm suspicious they are a bunch of cockgobblers.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Yegolev on October 22, 2008, 09:13:01 PM
I played a few minutes of this just now on PC.  I'm not sure I am going to be happy with the mouse settings, but I will keep fiddling with it.  Basically, the mouse is too responsive in the menus and not responsive enough in the game.  This is my only complaint so far.  The UI is incredible and is going to be stolen more than the Butcher Bay health system.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: AngryGumball on October 23, 2008, 02:24:07 PM
Any concerns that the game is to short? I heard 5-6 hours.

I reall would like to buy it just to poor, and stuck on WoW. Haven't touched my 360 in a while.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Velorath on October 23, 2008, 02:30:55 PM
Any concerns that the game is to short? I heard 5-6 hours.

Took me around 10 hours I think, but I'm the kind of person that likes to wander around and look for hidden items.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Goreschach on October 23, 2008, 09:48:44 PM
Any concerns that the game is to short? I heard 5-6 hours.

I reall would like to buy it just to poor, and stuck on WoW. Haven't touched my 360 in a while.

Ouch, seriously?

I was thinking of picking this up, but there's no way I'm dropping 50 bucks on a game that lasts 6 hours. This is getting ridiculous.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 23, 2008, 11:15:53 PM
It's not 5-6 hours. Maybe the second time through with the army gear and all the weapons even then MAYBE. I'm exceptionally good at shooters of the RE4 variety and the first run took me 10-12 I think. Maybe even more, I did A LOT of dicking around.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Tebonas on October 24, 2008, 01:01:44 AM
You make that sound like 10 to 12 hours is much. Its still "ouch short", just not as painfully.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 24, 2008, 01:16:11 AM
There's nothing Ouch short about it. It's the quality that counts.

See: God of War, Indigo Prophecy, Shadow of the Colossus, Portal, etc. I would rank Dead Space up with them.

Edit: YMMV, I thought it was masterful and a fantastic entry into the horror genre. A lot of people will play this game based on reviews only to find out they don't like this sort of gameplay and title. Honestly, it's the only thing that comes close to RE4 in the entire genre. RE5 better be at least inbetween these two, if not better than both because I just couldn't handle it not being that good. Also, Dead Space 2 is at least 2 years away. :(


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Tebonas on October 24, 2008, 01:24:11 AM
I'll take your word for it. I loved System Shock and if it is as creepy I will buy and play it. It still will be overprized, though. Portal was short, but much cheaper.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 24, 2008, 01:51:28 AM
Eh? Someone compared it to System Shock? I wouldn't. In terms of quality, hmmmmm, the gameplay here is much better. I'd probably put them about equal, but would I really compare them? Probably not.

Also, I think Portal was easily worth $50.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Yegolev on October 24, 2008, 06:33:29 AM
Both System Shocks were FPS games, despite their relative dissimilarity.  Dead Space is not a FPS, and if you expect it to be you will either be disappointed and put off or, as I was, pleasantly surprised.  It's very much like Resident Evil 4 In Space, except it is more than that.  It's more claustrophobic than RE4, for one thing.  I actually feel like a Space Engineer rather than, say, a scientist that is much better with guns than science and shoots holes in military squads.  Then there's the UI, which I have not been able to successfully explain to Killjoy.  Personally I'd place it above RE4 in terms of quality.  It's worth $50 even at 10 hours due to the quality, although I have not finished it.

Personally I think it's not an awesome idea to equate playtime with money.  This leads to games with long, boring levels of padding.  I'll let you think of your own examples.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Sky on October 24, 2008, 07:19:46 AM
Also, I think Portal was easily worth $50.
:awesome_for_real:


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Engels on October 24, 2008, 01:15:36 PM
Better a good 8-10 hour game for $50 than interminal bores like Witcher and Oblivion


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Tebonas on October 24, 2008, 03:25:27 PM
The Witcher would be a bad example! I loved the story there from start to finish. And I was bored in exactly one dungeon.

I don't suffer from ADD, I managed to play 100+ hours games without wandering off in a random direction.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Strazos on October 26, 2008, 12:24:56 PM
I don't mind short games as long as they're awesome, RE: Schild's examples. I would at least add Max Payne 2.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Samwise on October 26, 2008, 03:38:24 PM
I'm going to pick this up, I think.  Any advantages to playing it on the PS3 instead of the PC?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Yegolev on October 27, 2008, 06:51:41 AM
I'm going to pick this up, I think.  Any advantages to playing it on the PS3 instead of the PC?

It's got a tiny bit of consolitis, just enough so you can tell it was primarily designed that way but not disruptive to the experience.  I haven't identified anything compelling about the PC version, unless you count Securom.  If I were you, I might select the system that has the best sound setup.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Tebonas on October 27, 2008, 07:01:27 AM
I decided to give it a go and realized our version is only German and French.

Anybody know if this will come to Steam at a later date?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Velorath on October 27, 2008, 11:59:24 AM
I decided to give it a go and realized our version is only German and French.

Anybody know if this will come to Steam at a later date?

I'd guess that EA doesn't put games on Steam since they have their own download service.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on October 27, 2008, 12:03:35 PM
Unfortunately their download service is a giant piece of ass.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Velorath on October 27, 2008, 12:07:03 PM
Unfortunately their download service is a giant piece of ass.

Yes it is.  HG:L is the only game I've ever bought through it, and I'm glad I never have any desire to play that game again.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Tebonas on October 27, 2008, 03:22:52 PM
Direct2Drive has it as well. Is that any better?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: ffc on October 27, 2008, 11:12:07 PM
This game, on hard in a dark room with the sound turned up, is terrifying.  And I say that despite my high expectations, thinking the whole dismembering thing would be gimmicky, and natural distaste for EA due to its PC DRM behavior.  Dead Space's graphics, lighting, sound and clean display all combine to create a great Event Horizon / Sunshine atmosphere.   

When the first bad thing happens, the way it ducked my fire and did a waddle-sprint at me put me at about terror alert level blue.  Then something worse happens, at which point I literally freeze not knowing what to do.  Terror alert level red.  Something even worse happens next, prompting me to redo that section.  I changed my strategy to completely avoid being scared, only to result in getting scared even more than in my first attempt.  DEFCON PUTIN. 

Fantastic game.*

*Although I don't think I would enjoy it as much playing it during the day / in a bright room.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Xuri on October 28, 2008, 01:56:27 AM
I hate this game. it's got great sound, great graphics, incredible atmosphere, love the setting, etc. But I hate the way they setup the "over-the-shoulder-but-not-really"-camera. WAAGH.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Moodah on October 28, 2008, 03:19:26 AM
It really comes down to taste ... I for example absolutely love the over-the shoulder view, as it feels more natural to me than the 1st person.

1st person view always feels to me as I am "outside looking in" through a picture on the wall, and it fails to deliver the general feeling of depth and perspective. I think it is mostly due to the fact that humans have much wider angle of vision than the one we get in 1st person and the flat nature of the picture on the monitor is not able to represent the "curved" way we see. We also see ourselves doing things, our limbs moving etc.

By moving the camera slightly behind the shoulder of the character, you achieve exactly that - you get a bigger angle of vision and you get a feeling of the character movement. If you go too far out and land up in the traditional 3rd person view, then you lose that effect and get the "outside looking in" effect again.

Off course it is not 100% natural seeing yourself behind your head, but the feeling you get from it is in my opinion much closer to how we perceieve things in reality compared to traditional 1st or 3rd person views.

Back on topic - I absolutely love this game. The integration of HUD into the gameworld is one of the best things that can happen to games. I couldn't believe how such a seemingly simple thing can do wonders to immersion. I definitely want more future games to go that way. It is fairly linea if you run after the main tasks, but if you are the person who tends to wander away and check rooms off the main road, there is a decent amount of exploration involved. I think that if this game would release in lets say september, it would be one of the marking titles of this year. Unfortunately it might just go under the radar for a lot of people due to the close release of Fallout 3, Gears 2 etc.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: penfold on October 28, 2008, 04:50:54 AM
Not sure if it has been mentioned yet but PC mouse problems can be fixed by turning off v-sync.

 


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Yegolev on October 28, 2008, 08:07:17 AM
Not sure if it has been mentioned yet but PC mouse problems can be fixed by turning off v-sync.

Ahh... decisions, decisions.  I'll give that a whirl.  I turned off shadows and that helped a lot.

DEFCON PUTIN.

 :awesome_for_real:


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Venkman on October 28, 2008, 09:52:53 AM
Not sure if it has been mentioned yet but PC mouse problems can be fixed by turning off v-sync.

Good to know. I've got the PC version arriving tomorrow. Was supposed to be here over the weekend. Now I suspect it won't be until December at the earliest because my copy of Fallout 3 is waiting for me.  :uhrr:


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Driakos on October 28, 2008, 01:16:27 PM
It's definitely closest to Bioshock.

The "stores" are essentially Circus of Value kiosks (just no creepy clown laughing at me) The controls, health kit usage, all close to Bioshock.  The suit/weapon upgrade system is kinda like the upgrade board in some FF games.  e.g. you get nothing for awhile.

I was on the fence while I was playing the game.  Do I like it?  Then I hit the first zero-g jump fight.  Decision was made.  Like.

Yes to whomever said the sound was amazing.  I've got it running through surround on my old logitec z560's 4.1 get-up (out from R/W cables 360) and playing on a Dell 24' LCD.  Lights out.  Very nice, atmospheric.  Random noises off in the distance to keep you on edge.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Yegolev on October 28, 2008, 01:39:43 PM
I'd rather people compare it to System Shock 2, but since I played Bioshock more recently I totally understand.  Not only is it more accurate, Bioshock was kinda crappy and not scary.  Too bad the RIG looks vaguely like a Big Daddy.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: NiX on October 28, 2008, 07:41:57 PM
I didn't play it, but I watched my roomie play through about 80% of the game. He despises scary games and the sound in the distance shit makes me bug out. I'm sure someone watching us would have had a good laugh cause the surround sound with no lights off was creeping us both out. When you get to about the later half of the game the monsters really start to change and you have a lot of "Oh shit" moments.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: apocrypha on December 21, 2008, 01:35:40 AM
Another slight necro from me.

Just started playing this a couple of days ago, on the PS3. Absolutely loving it. Scaring the living shit out of me and entertaining enough for my girlfriend to watch me play and get equally scared. Sound up, lights off, pants rapidly filling. I am a complete girly wuss when it comes to horror though which is great with this game because my (pulse rate):(£ spent + hours played) ratio is through the roof.

Graphics are fantastic. I still can't quite believe it's 720p, it's stunning. Particularly like the lighting, very well done. And the sound is fucking awesome and deeply terrifying.

Couple of minor niggles. The controls took some getting used to and I still occasionally cock it up and find that I panic in a hairy scary situation and open my inventory or trigger the "go this way" line while being gnawed on by twelvety screaming hideous nightmares. Also the time it takes some doors to open (cos it's loading the area behind them) is sometimes very frustrating, especially when trying to run away from said gibbering thingies. And, on the PS3 at least, the saves get put in a very non-intuitive order for no good reason that I can discern.

All in all though, worth every penny and good enough to make me want to check out some other horror genre games.

Edit: OK I just lopped a pointy limb off of a screamythingy, grabbed it with kinesis then shot it into the screamythingy it came from in the first place. That might just be the most satisfying thing I've ever done in a game  :drill:


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: UnSub on December 21, 2008, 09:17:04 PM
For those who asked, Dead Space will be out on Steam in January.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Fabricated on December 22, 2008, 03:19:55 AM
It's a ridiculously pretty game but man, I finally tried out the demo and I suck at it. bisecting some of the enemies is a pain in the ass.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on December 22, 2008, 03:24:29 AM
It's a ridiculously pretty game but man, I finally tried out the demo and I suck at it. bisecting some of the enemies is a pain in the ass.
Told you you played too much World of Warcraft.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: apocrypha on December 22, 2008, 03:54:38 AM
It's a ridiculously pretty game but man, I finally tried out the demo and I suck at it. bisecting some of the enemies is a pain in the ass.

You get used to it very fast. There are enough lulls between fights (usually) and enough save points that re-trying a fight you fucked up badly isn't a problem unless you find that kind of gameplay too immersion breaking.

Personally I find the first weapon, the plasma cutter, is my favourite still - especially when upgraded - because it's so precise. However if your aim is really bad then you might get more mileage out of the line gun or ripper. Not had much use for any of the other weapons yet really.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: bhodi on December 22, 2008, 06:16:35 AM
Plasma cutter is good.
Pulse rifle sucks.
Line gun sucks.
Ripper sucks.
Flame thrower sucks, marginally. I took this as my 4th weapon since there was nothing better. DoT damage in a game like this is stupid and pointless.

The two best weapons are the force gun (for close stuff and small stuff) and the one that charges up that I forget the name of (for longer stuff and the dog-like things with 3 tails that stick on walls, it kills in one hit). The force gun truly is the best one in the game. The only problem is things have to be right in your face for it to do damage; it does no damage at even moderate range. It will, however, kill most enemies in one-two hits if you're point blank. You don't even need to aim at the limbs.

When you upgrade the suit / your HP, it also gives you a free heal, so use that to your advantage. I upgraded stasis first, the plasma cutter a bit and then the force gun a bit, upgrading my health when I got low.

The creatures that stick to walls and throw out little seeds that sprout a tentacle and shoot things at you? Until near the end of the game, there is ALWAYS a fire estinguisher nearby. Just chuck it right at the center of the things and it kills it in one hit. No need to fuck around and waste 6 cutter rounds.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: apocrypha on December 22, 2008, 10:17:30 AM
I totally :heart: the Ripper. Took me a while to get used to the range but I am mincing multiple nightmares at a time with it now. Not even tried the Force Gun yet, I shall give it a whirl now you've evangelised about it  :drill:

Oh, chargy-up gun is the Contact Beam. Don't like it myself, but probably just cos I'm crap with it.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Fabricated on December 22, 2008, 04:22:23 PM
I have no idea what the charging gun from the demo is but I think I can't use it right since a fully charged shot seems to tickle the monsters. The ripper works awesome when I can tell how fucking far away stuff is, which I can't. The pulse rifle takes like a full clip to kill anything but that alternate fire is good for a pinch.

I liked the cutter pistol myself, but the PS3's thumbsticks hate my guts.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: kaid on December 30, 2008, 12:13:43 PM
Line gun is good for the aim challanged. Its like the sawed off shotgun of this game if you are shooting at something with limbs on the horizontal plane it will slice them up fast.

As for those lil hound things with the three tails I found the line gun rocks for them. The second they put their tails up one shot from the line gun lops all three off and kills them dead.

The assult gun just takes way to much ammo to kill stuff but if you are not on the hardest difficulty its probably one of the better guns for the more FPS oriented folks who aim center mass.

Honestly the gun you get right from the start is probably one of the best its very versatile and upgradeable. Once you get good at aiming at limbs this puppy is good against just about any enemy I have found.

The only thing I could think of the flamethrower as being useful against was those tiny crawly things but I just did not have inventory space to bother with it.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Engels on January 12, 2009, 07:33:33 AM
Bought the PC port this weekend of Steam. The first hour is, to my mind, simply atrocious. Just derivative doom-like crap. It gets better as you find more audio/video logs that immerse you more and now I actually think I like it and will finish it.  However, having ammo/gun kiosks scattered about a derilict station is a ridiculous immersion breaker. No amount of 'In Space this can happen!' would work for me.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Velorath on January 12, 2009, 10:39:16 AM
However, having ammo/gun kiosks scattered about a derilict station is a ridiculous immersion breaker. No amount of 'In Space this can happen!' would work for me.

Technically, they're workstations where you use schematics you've found to modify power tools into weapons.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Yegolev on January 12, 2009, 11:47:36 AM
As for those lil hound things with the three tails I found the line gun rocks for them. The second they put their tails up one shot from the line gun lops all three off and kills them dead.

Those are not hounds, they are infected fetuses.

I must be bored to post this, but the cutter is great and the ripper is my #2.  Changing the orientation of the cutter is great; I usually shoot off a leg or two from the faster ones then go vertical to clip arms.  Assuming I can't lop off a head, of course, but that's not usually feasible.  If the fetuses are on a wall, and they often are, the line gun sucks.

The ripper is what I use for those tiny fuckers that you don't see until they are on you like fleas.  Works much better than the flamer for me, plus the ripper can be used elsewhere while the flamer just kinda sucks.  Also, I never, ever use the secondary fire of the ripper since any situation I might use it for can be dealt with more efficiently with the cutter.  Surrounded by anything, however, means ripper.  Hell, before I got the charge beam I used the ripper to take down those armored behemoths since I could put the blade behind them and get at their juicy parts.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Engels on January 12, 2009, 09:18:36 PM
However, having ammo/gun kiosks scattered about a derilict station is a ridiculous immersion breaker. No amount of 'In Space this can happen!' would work for me.

Technically, they're workstations where you use schematics you've found to modify power tools into weapons.
Not refering to the 'benches'. That sorta jives alright. I'm talking about the ones actually called 'Store!' where you can buy ammo, medkits, upgrade 'nodes' and weapons. Also, undead mutant vermin with wallets.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: apocrypha on January 13, 2009, 12:02:04 AM
Those undead mutant vermin were the crew not all that long ago so I can cope with the credits dropped. But yeah, the stores are a bit out of place. How do you provide that functionality in a game like this without breaking immersion though?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Tebonas on January 13, 2009, 12:48:26 AM
Booths that can create all the elements from the right basic material. That special moldable material (call it creditinium) can then be molded by the recipes stored in the database or you can upload recipes you find.

At least, thats what I tell myself happens in the game.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on January 13, 2009, 12:54:44 AM
I don't understand why you all even think about this stuff.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Tebonas on January 13, 2009, 01:01:09 AM
Because its an otherwise very immersive game where this one bit sticks out like a sore thumb?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on January 13, 2009, 01:04:37 AM
Not if you just ignore it.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Engels on January 13, 2009, 07:41:45 AM
Well, I'm one of those special snow flakes that has a sensitive 'immersion meter'. I am alright with EQ snakes kicking, because, well, that's an oversight. However, when decisions are made at a creative level, before any coding starts, on how to dispense upgrades and armor, and the answer is,"I know, lets put in little stores amidst the chaos!" I have to wonder about the level of the creators' imagination.

To answer:

Quote
How do you provide that functionality in a game like this without breaking immersion though?

Like every single other survival shooter; you find shit along the way. Preferably amongst the dead corpses.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Sky on January 13, 2009, 08:00:19 AM
Armory, some engineer smuggled some explosives, etc. Breaking immersion is just lazy.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Ironwood on February 07, 2009, 04:43:52 AM
PC controls blow.

So slow as to be really fucking annoying.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on February 07, 2009, 05:42:21 AM
PC controls blow.

So slow as to be really fucking annoying.

Turn off Vsync.

The mouse going through mud is a bug as a result from that. If it's still slow, I don't know what to tell you.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Ironwood on February 07, 2009, 11:35:27 AM
Yeah, it's not like I'd have read the thread and tried that.

It's just fucking slow.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Velorath on February 18, 2009, 11:00:11 AM
Apparently the game the Wii is getting will be a prequel (http://www.gamasutra.com/php-bin/news_index.php?story=22365).


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on February 18, 2009, 11:57:07 AM
Apparently the game the Wii is getting will be a prequel (http://www.gamasutra.com/php-bin/news_index.php?story=22365).

Yea, a rail shooter.

I can't really see a reason to play it if you've seen Dead Space: Downfall though and I'm not quite sure if they're going to just shoehorn a bunch of lore that doesn't actually fit. I'm not convinced this is an entirely good idea. I think if they'd made it the same game but playing from one of the characters (or both of the other characters) points of view, I'd have been all over it.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Yegolev on February 18, 2009, 12:17:56 PM
Ironwood is right about the controls.  I got used to it.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: stu on April 26, 2009, 09:54:04 PM
I finally got around to playing through this after gorging on RE:5 for two weeks straight. A fun game, especially with the volume on a good set of speakers cranked way up. Isaac's Obsidian Suit looks plain angry. The only thing I really didn't care for much was the kinesis mode. As a weapon, it tended to be junk unless there happened to be some red explosive canisters laying around.

(I played the PS3 version)


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: FatuousTwat on April 27, 2009, 02:24:39 AM
I'm still too much of a puss.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Delmania on May 19, 2009, 01:16:23 PM
It's a massive ship designed to carry hundreds of people into deep space and transport ore back.  Having a store where people can stock up on supplies fits.  Also, the store does need someway to get those supplies to the point of sale works as well.  The damn ship has a tram system.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: gryeyes on May 19, 2009, 01:27:17 PM
Pop machines that dispenses weapons fits on a mining ship? Having secured locker rooms for such things "fits" not a fucking soda machine. The overabundance of the gear machines is also one of the reasons the game was so easy.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Delmania on May 19, 2009, 05:58:03 PM
Pop machines that dispenses weapons fits on a mining ship? Having secured locker rooms for such things "fits" not a fucking soda machine. The overabundance of the gear machines is also one of the reasons the game was so easy.

The ship has a tram system and when Isaac arrived and it was carrying what? Something like 13 trillion tons of ore?  Any such ship would be fucking massive.  I could easily easily see someone building a store system that utilizes some form of transport system to deliver gear to various points on the ship, especially since all the weapons are mining tools. 


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Hindenburg on May 19, 2009, 06:06:07 PM
Flamethrowers are mining tools?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: gryeyes on May 19, 2009, 06:24:26 PM
There were several blatant "weapons" the assault rifle,flame thrower. And several more that can only dubiously be called "tools". Having such things purchasable for credits in soda machines every 20 yards does not jive. That equipment would be controlled and doled out on a need basis. The ship while massive was not "carrying" that amount of ore inside, it was basically sitting on top of it. I think it has a crew of 1,300 or so people and a majority of those would never need any of that equipment.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Delmania on May 19, 2009, 08:07:28 PM
Flamethrowers are mining tools?

Engineering tool, yes.

There were several blatant "weapons" the assault rifle,flame thrower. And several more that can only dubiously be called "tools". Having such things purchasable for credits in soda machines every 20 yards does not jive. That equipment would be controlled and doled out on a need basis. The ship while massive was not "carrying" that amount of ore inside, it was basically sitting on top of it. I think it has a crew of 1,300 or so people and a majority of those would never need any of that equipment.

The assault rifle was the only nonengineering weapon you could buy.  I'd agree with the availability, but then again, something like that would be controlled by the person's RIG, and Isaac is/was an engineer coming to make repairs to the ship, so it's not hard to imagine he'd have those credentials.  The 20 yard comment isn't totally accurate.   The store works for me because I can imagine someone building a transportation system that could retrieve items from a depot and bring to anyone of the kiosks. 


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: FatuousTwat on May 20, 2009, 12:34:33 AM
Flamethrowers are mining tools?

There is a process where they heat rock up, then pour water on it to make it break up... Can't remember what it is called or what stone it is used on.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Furiously on May 20, 2009, 01:51:44 AM
Just pretend the ship is named the Charles Heston.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Yegolev on May 20, 2009, 07:11:17 AM
Obviously you are all thinking too hard.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Sky on May 20, 2009, 07:22:05 AM
Yeah, I worked at a construction yard in the 80s and we all had assault rifles.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Yegolev on May 20, 2009, 07:54:11 AM
Did you have an alien virus that mutated hosts into grotesque (yet finite) forms?  I had already suspended my disbelief, in fact sending it downstairs to sit in the living room and think about what it had done, so I'm just not enraged about the vending machines.

Besides, I thought they were fabricators that used "blueprints" that were stored in the user's ... suit?  USB thumb drive?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Tebonas on May 20, 2009, 07:56:40 AM
Its all the fault of that Intergalactic Rifle Organisation and of Stem Cell Research. Appearantly both the Democrats and the Republicans were right!

And you can't fault Isaacs hacker friend for being able to circumvent and reprogram ship security but not being able to set the credit limit to infinite. Specialisation is key for Space Hackers.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Delmania on May 20, 2009, 08:41:46 AM
Yeah, I worked at a construction yard in the 80s and we all had assault rifles.

Was think construction yard located in the potential hostile environments.

Did you have an alien virus that mutated hosts into grotesque (yet finite) forms?  I had already suspended my disbelief, in fact sending it downstairs to sit in the living room and think about what it had done, so I'm just not enraged about the vending machines.

Besides, I thought they were fabricators that used "blueprints" that were stored in the user's ... suit?  USB thumb drive?

Even more, this alien life form is capable of reainminating dead tissue into some form of sentience. 

Its all the fault of that Intergalactic Rifle Organisation and of Stem Cell Research. Appearantly both the Democrats and the Republicans were right!

And you can't fault Isaacs hacker friend for being able to circumvent and reprogram ship security but not being able to set the credit limit to infinite. Specialisation is key for Space Hackers.

I was intentionally avoiding the little point that Kendra could have done that.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Sky on May 20, 2009, 10:40:48 AM
I had already suspended my disbelief, in fact sending it downstairs to sit in the living room and think about what it had done, so I'm just not enraged about the vending machines.
Ah, if your disbelief had been at my house, that's where it'd find me playing on the PC  :awesome_for_real:

I'd send it back upstairs to question your commitment to sparkle motion.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Yegolev on May 20, 2009, 11:13:46 AM
It's sparkly.  Where's the mystery?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Samwise on March 14, 2010, 11:27:45 PM
Necro!

I fired this up on the PC.  I like everything about it but the aiming.  Dear God, the aiming.  It's like there's some sort of retarded mouse input smoothing going on plus lowered sensitivity whenever you're in "aim mode".  Nothing like trying to precisely shoot the arm off a flailing and charging monster with a limited ammo supply and a mousepad made of molasses.  Is there any sort of cheat or hack or something to make this play like a normal FPS so I can enjoy it?

(edit) Okay, schild and Ironwood covered this on this page.  I'll try disabling vsync and see if it makes me less angry.

The sad thing is, I'm considering buying it on the PS3 because I think I might actually have an easier time with thumbsticks.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: schild on March 14, 2010, 11:37:40 PM
I hear there's lots of games on the PS3 worth playing. Dead Space is much more playable on a console due to the aiming.


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Samwise on March 14, 2010, 11:41:25 PM
I probably would have bought this on the PS3 in the first place if the PS3 had Steam sales.  :sad:


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: slyborg on March 15, 2010, 10:25:18 AM
My first post here. Please don't hurt me. I had problems with the PC controls also. The PC version can be played with a XBox 360 controller.And you have the mouse if you need it (which I personally did on two occasions).


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: Samwise on March 15, 2010, 02:45:18 PM
Any handy links for getting it to work with a PS3 controller?


Title: Re: Dead Space - EA Redwood Shores - 360
Post by: UnSub on April 09, 2010, 09:36:36 AM
Just finished it on Hard for the first time.

Great game, gets a shade repetitive, but what makes this title is the sound. The bredth of noise - from clanking machinery, the muffled vaccuum areas, the screams and shrieks and yells - that's what really sets the atmosphere.