Dead Space
#1
Posted 25 October 2008 - 05:20 PM
Good:
First off, don't expect a HUD. Your health and other info are represented by glowing dials and tubes on your back that make the communication of this data instantly accessible without cluttering up the bottom of the screen with numbers and so forth, also helping to make the experience more immersive. Furthering this idea, all menu screens, maps and so forth are projected in front of Isaac.
Also, the game is very, VERY good at tension, and when it does resort to the 'monster jumping out the cupboard' scare, it does it well and thankfully, seldomly. You also begin to be wary of anything organic lying on the floor that you didn't personally put there.
Combat is nice and refined, the bodies of the monsters crunch and squelch satisfyingly and there's nothing jucier than cutting the legs off one and then stamping on it until it stops moving. Ammo is quite scarce, and with no auto reload to speak of, you'll quite often have to resort to melee attacks in order to down the abominations for long enough to reload.
The game doesn't stop. Whether you've got your map screen up, checking your inventory, whatever, things are still moving around the ship, and more importantly, coming for you.
Bad:
The map screen can be woefully hard to use, although you probably won't be using it much as your locator will project the correct route on screen at the touch of a button, although as you spend most of the game running through dark corridors, it does get used often. I know I've only played the first chapter, but there are save points round every corner and I can't help but feel like I'm being walked through the game, which can detract from the tension slightly.
The stasis and kinesis abilities feel a touch tagged on. They're great fun to use, but it's like Valve and their see-saw puzzles - well done, you've made a physics engine, but seriously, don't go on about it. Also, the weighty creatures you do battle with seem to turn into hollow shells the moment they die, flittering across the floor weightlessly as you run over them.
So, that's pretty much all I've got at the moment. I haven't done any of the zero gravity sections yet, but frankly they sound brilliant and are an excellent gimmick for the game. Anybody else got any thoughts?
-The League Against Tedium
#3
Posted 25 October 2008 - 05:41 PM
I love this game.
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The Queen's own English, base knave, dost thou speak it?
#4
Posted 26 October 2008 - 05:36 PM
JM's official press secretary, scientific advisor, diplomat and apparent antagonist?
#5
Posted 26 October 2008 - 07:21 PM
This post has been edited by Dr Lecter: 26 October 2008 - 07:21 PM
#6
Posted 28 October 2008 - 07:54 PM
#7
Posted 02 November 2008 - 08:59 PM
You've just made yourself a powerful enemy...
#10
Posted 10 November 2008 - 11:59 AM
#11
Posted 10 November 2008 - 01:20 PM
Plus, sometimes I just like to be told a story, not have to wade through a 40 mile square jungle. Professor Layton and the Curious Village is a good example: A nice little story interspersed by some tricky puzzling, all presented beautifully. It's been played more than Farcry 2 in this house.
This post has been edited by Spann: 10 November 2008 - 01:22 PM
-The League Against Tedium
#12
Posted 10 November 2008 - 01:45 PM
I don't have any problems with linearity, but when a game is boring, I have a problem.
#13
Posted 12 November 2008 - 11:07 PM
This post has been edited by SimeSublime: 12 November 2008 - 11:07 PM
JM's official press secretary, scientific advisor, diplomat and apparent antagonist?
#14
Posted 15 November 2008 - 12:23 PM
#15
Posted 15 November 2008 - 10:01 PM
Anyone think I should get Dead Space over all the others?