Nameless Voice on 26/1/2011 at 00:36
Quote Posted by Volitions Advocate
I played the PS3 demo and there was an option for aiming to be "centre" or "classic"
I dont' think it affects the gameplay much, moreso when you're in the positions where something is holding you and you have to shoot the puss ball to make it let go of you.
Sounds like that's just for where the shots go when you aim, not for adjusting the actual game camera.
And there are probably no modding tools, either. Shame.
Phatose on 26/1/2011 at 01:23
Well, took a chance on some reports elsewhere, and the control issues due seem to be solved.
Fun, so far. TK impalement left and right. Pretty sure I beat a necromorph to death with some luggage. Atmosphere has been decent, mostly.
One thing though? Shoot the panel to prevent the atmosphere from being sucked out into space? And that's not just game suggestion, it's coming on over the station's PA? Hey computer, you know we've got a problem, how come I need to plink a target to get you to close up shop?
It's no wonder your station has been overrun with zombies - your safety inspectors are either retarded or non-existent.
T-Smith on 26/1/2011 at 01:43
Just finished a session, and so far so good. The controls are better this time around (on console anyways) and the game seems overall a bit harder than DS1. Graphics and animations are great and combat is very satisfying.
My two complaints so far are -
* Not really that scared yet. There's the occasional cheap scare that makes me jump and there's been a couple of creepy areas, but overall nothing huge. Maybe it's because I just finished up Amnesia. That said, a few areas aside I didn't find Dead Space 1 as terrifying as some people too.
* I'm just starting Chapter 5 and I'm only around 3 hours in (as opposed to DS1 where each Chapter was around an hour in length). Even with 15 chapters at the current pace I'm going at the game will end up being a couple hours shorter than the original (and no, I'm not rushing).
gunsmoke on 26/1/2011 at 05:11
Ironically, I am a great big wussy when playing games. I actually quit Doom 3 the first time I played it, because it scared the absolute shit outta me. Same with Penumbra and AvP2.
Dead Space? I don't find it to be scary in the least. More just INTENSE ACTION and GORE GORE GORE, imho.
june gloom on 26/1/2011 at 05:23
Dead Space is much more OPENLY DISTURBING than properly scary. Which is fine by me.
Volitions Advocate on 26/1/2011 at 05:31
I had far fewer jump scares in Dead Space than I did with Doom3. Jump scares were all it was about.
Gunny.. you also have no leg to stand on with your comment unless you've run into a tall man for the first time.
Actually before DS came out I went through the No Known Survivors minigame as it was slowly being released, and it did a lot for building the tension, especially with the limb replacement guy when his computer told him his survival probability, then watching the webcomics. I like to put myself in the game. And I found myself often feeling uneasy entering a room or straying far from the walls toward the centre of a room because the walls felt "safe". I dunno. The game doesn't affect me the same way anymore because I've gotten used to it.
in any case. Just finished DS1. I managed not to cheat and skip the last 2 chapters before moving on, so I feel vindicated. Now to impose more self control on myself and finish my homework before staying up all night and playing as far as my tired body will allow. OOoooh yes... darkness and headphones.
Gecko on 11/1/2019 at 17:41
I know this thread is old but i love this video what just came out this week! Take a look at and remember what a great game it still is...!
Glen Schofield, the co-founder of Sledgehammer Games and the creator/director of Dead Space, goes in-depth on the development of the classic third-person horror shooter. Glen set out to create the scariest video game of all-time, borrowing gameplay elements from Resident Evil 4 to create a product with a unique blend of horror and action. Always upping the ante, the Dead Space team decided to create a massive dreadful tentacle that attacks and drags the game's protagonist around the environment. Little did they know, this element would prove far more difficult to develop then they had ever realized..
[video=youtube;BQ3iqq49Ew8]https://www.youtube.com/watch?v=BQ3iqq49Ew8[/video]
Sulphur on 12/1/2019 at 20:26
That's a good video. I was looking forward to Schofield doing more new and exciting things after Dead Space (Visceral had only done licensed video game tie-ins for TV/movies prior to it), but it was naïve of me to expect that, in retrospect: a smart, well-designed horror game taking notes from some of the best in the genre, EA was publishing it during a time when they were pushing for new IPs and innovation, whatever could go wrong?
Anyway, it's good to see he's still writing stuff, even if he's taken a break from the industry. I hope someone helps him bootstrap a new game someday.