Animal necromorphs are a really cool idea. That dog was hideous.
17 minutes of quicktime events, ingame cutscenes, and linear gameplay.
[QUOTE=Pikachu231;37809451]17 minutes of quicktime events, ingame cutscenes, and linear gameplay.[/QUOTE]
basically all of the Dead Space games in a nutshell
but then again they're usually pretty cool ingame cutscenes
[QUOTE=Pikachu231;37809451]17 minutes of quicktime events, ingame cutscenes, and linear gameplay.[/QUOTE]
Jesus christ, get off the hate train holy shit.
[QUOTE=Pikachu231;37809451]17 minutes of quicktime events, ingame cutscenes, and linear gameplay.[/QUOTE]
Have you ever played a DS game?
I like they actually made new Lurkers. You can't find babies everywhere in space. I was a bit annoyed by the guy playing though. He had pretty decent aim but why did he take so long to shoot.
I'm loving the suit. Hopefully it's the last one you get and they are showing it now just to advertised it as DS2, where they also had the best/last suit for most trailers.
Fuck all the hate this is getting, I'm damn pumped for it.
My only gripe is universal ammo.
[QUOTE=Skyward;37810068]Fuck all the hate this is getting, I'm damn pumped for it.
My only gripe is universal ammo.[/QUOTE]
One thing I didn't understand. At the beginning he stomped few necros and got about 4 ammo each. But in the generator room some of the drops were 10-20 rounds.
Also, snowy planet? Necromorphic dogs?
I'm getting some The Thing vibes.
And I'm loving it.
The hype.
I'm feeling it.
I just hope that ea doesn't pull any bullshit on this.
DEAD SPCAE 3 SPOILERS!!!!!
[sp]People actually made the Necromorphs so they can kill everyone so they can't make Necromorphs in the future![/sp]
EA has spoken!
Looks like shit honestly, compared to Dead Space 1 which made you feel alone, tense, stressed, how nothing was a cutscene and nothing took control away from you(unlike zooming in on a necromorph at the start)
While Isaac and his war buddies keep talking and shit, apparently ammo types are gone so there goes inventory management with that and weapon choices to take up slots+ammo.
What was with all those red flashing mines when flying in space? That makes no sense, it was just "Dont hit this genric mine model flashing red" instead of being just space debris.
It really looks like a generic action TPS except its Necromorphs and dismemberment with plasma cutters.
Im not even bringing scary as a factor in this, the game just looks awful because its a Dead Space game but nothing really like it except Isaac and Necromorphs.
[QUOTE=HoodedSniper;37814524]Looks like shit honestly, compared to Dead Space 1 which made you feel alone, tense, stressed, how nothing was a cutscene and nothing took control away from you(unlike zooming in on a necromorph at the start)[/quote]
There are many occasions of the game flat out taking control of your character. Pretty much any time a necromorph grabs you leads to a QTE and you get dragged by that tentacle thing about three times in the game. The lack of reaction from Isaac in the first game just made it inhuman and emotionless, which is something they have actually fixed in the second one.
[QUOTE=HoodedSniper;37814524]While Isaac and his war buddies keep talking and shit, apparently ammo types are gone so there goes inventory management with that and weapon choices to take up slots+ammo.[/quote]
I do agree that universal ammo is bullshit but personally I don't find speaking and cooperation all that bad. You can make a game that is tense and stressful without necessarily putting you in a dark room alone. Also in solo your ally still goes away during gameplay if you're not in coop.
[QUOTE=HoodedSniper;37814524]What was with all those red flashing mines when flying in space? That makes no sense, it was just "Dont hit this genric mine model flashing red" instead of being just space debris.[/quote]
That's really nitpicky. They just wanted to put a more menacing obstacle than a static piece of junk that's in your way.
[QUOTE=HoodedSniper;37814524]It really looks like a generic action TPS except its Necromorphs and dismemberment with plasma cutters.[/quote]
Even the first Dead Space was already very TPS-ish
[QUOTE=HoodedSniper;37814524]Im not even bringing scary as a factor in this, the game just looks awful because its a Dead Space game but nothing really like it except Isaac and Necromorphs.[/QUOTE]
I'd like to know. Did the first game ever put you in a tense state of absolute fear to the point where you never want to stop further, in the same vein as Penumbra, Amnesia or early Silent Hill games ? Probably not. Because it's not a pure horror game, it's an action horror game. It has always been like that. Even the first game had a ton of guns with easy to find ammo and an atmosphere that was trying to be stressful more than terrifying.
Pretty much all of the things you are criticizing about Dead Space 3 is stuff that was already there in the first game.
[QUOTE=HoodedSniper;37814524]Looks like shit honestly, compared to Dead Space 1 which made you feel alone, tense, stressed, how nothing was a cutscene and nothing took control away from you(unlike zooming in on a necromorph at the start)
While Isaac and his war buddies keep talking and shit, apparently ammo types are gone so there goes inventory management with that and weapon choices to take up slots+ammo.
What was with all those red flashing mines when flying in space? That makes no sense, it was just "Dont hit this genric mine model flashing red" instead of being just space debris.
It really looks like a generic action TPS except its Necromorphs and dismemberment with plasma cutters.
Im not even bringing scary as a factor in this, the game just looks awful because its a Dead Space game but nothing really like it except Isaac and Necromorphs.[/QUOTE]
I can't help but disagree (save for the thing about inventory management, that ticks me off, and I'd be lying if I didn't think the same about the mines).
I mean, I won't lie, DS2 was a very different game than DS1, but I enjoyed the second a lot more. Yeah it wasn't as tense as the first, but after being stranded on a derelict ship with space zombies for a whole game, a sequel will not be able to capture that same sense of tenseness because you've done it before.
Its like Bioshock 2 compared to 1. The setting and sense of unfamiliarity is lost the second time around, because you've been through it all before. Even if they didn't make you a big daddy, the feeling would not be the same.
DS2 was a damn good sequel and a fantastic game in my book. This looks a lot like the same vein as the second, and I don't really have a problem with that.
As for the use of cut scenes and such, I would usually agree, this is not a good thing. But in this case, I'm not so sure. As DS2 was more action oriented than horror, they could sorta get away with it. And I enjoyed a lot of the scripted sequences. They were done pretty well. The part of the second game with the tormentor was really fucking cool.
And then there's everyone complaining about co-op. At first, I was very skeptical, but looking at how they have handled it, I think its a very cool feature. You wont have a stupid fucking AI partner with you all the time in single player, you're still on your own. The co-op guy is still a character in the game, but he's not with you 24/7, only when you have someone playing with you. So if you play single player, that sense of loneliness is still there.
Complaining about the glowing red mines randomly floating in space to serve as an obstacle other than debris is nit picky?
The only part that I kinda find dumb is the new design for suits. They either look too much like warrior armor, or they don't make sense at all like how they tried to make an armored suit that includes a jacket, a fur collar or even a cloth mask above the regular helmet.
It's starting to get a little bit silly. The Hacker suit in Dead Space 2 was fun because it was a bonus suit, it wasn't actually part of the regular rig evolution.
[QUOTE=Ganerumo;37814658]There are many occasions of the game flat out taking control of your character. Pretty much any time a necromorph grabs you leads to a QTE and you get dragged by that tentacle thing about three times in the game. The lack of reaction from Isaac in the first game just made it inhuman and emotionless, which is something they have actually fixed in the second one.
I do agree that universal ammo is bullshit but personally I don't find speaking and cooperation all that bad. You can make a game that is tense and stressful without necessarily putting you in a dark room alone. Also in solo your ally still goes away during gameplay if you're not in coop.
That's really nitpicky. They just wanted to put a more menacing obstacle than a static piece of junk that's in your way.
Even the first Dead Space was already very TPS-ish
I'd like to know. Did the first game ever put you in a tense state of absolute fear to the point where you never want to stop further, in the same vein as Penumbra, Amnesia or early Silent Hill games ? Probably not. Because it's not a pure horror game, it's an action horror game. It has always been like that. Even the first game had a ton of guns with easy to find ammo and an atmosphere that was trying to be stressful more than terrifying.
Pretty much all of the things you are criticizing about Dead Space 3 is stuff that was already there in the first game.[/QUOTE]
Taking control from you from a Necromorph attacking you is a game mechanic, you still have control, and the QTE have really good cinematics to them if you beat it or even fail it.
Zooming up into a Necro, completely removing movement and treats it like a quick cutscene, is completely different and stupid.
The mines are not as menacing as different looking giant space debris flying at me, not some big red copy pasted targets.
When I said scary wasnt a factor, I wasnt saying either game was or wasnt scary, and comparing it to Amnesia or silent hill is retarded, one, you have way better control than silent hill and completely different styles of horror, and you cannot compare Amnesia to every scary game, because I have a gun that dismembers monsters in Dead Space, in Amnesia I have a fucking lantern.
The first game never made me shit my pants scary, what it did do was do a really good job at making me feel on the edge, stressed(in a good way) and always being very cautious and aware, and had a great sense of lonelyness because I was on a desolate spaceship with 2 other crew members, who were missing most of the game, just trying to get off, that was the only objective.
A silent engineer who got mixed up in all of it.
Now its like Isaac is some 80s main character to a horror movie saying some cute remarks
Dead Space 3 could probably be a really fun game, im not denying that.
But its completely shit just from watching that when it comes to being what Dead Space was all about.
The first was also obviously a TPS, but it was a more RE4 type of TPS, from what I have seen from all the game videos of Dead Space 3, is that it has cover based shooting and gun wielding humans as enemy's.
Now RE4 had that, but it was the worst part of the game.
Also RE has actually gone the path of Dead Space, look at RE4, and now look at RE5, and then look at the monstrosity that is RE6.
Dead Space 3 is the RE6 of Dead Space, maybe just RE5, calling Dead Space 3 to RE6 is pretty harsh.
That's a lot of facts you can pull out from a 17 minutes long video here.
[editline]27th September 2012[/editline]
And I don't really see how zooming in on a necromorph is a bad thing. I'd rather have cinematic presentation of an event rather than a frankly failed half-life approach where you're stuck in a tiny-ass area and can only vaguely walk around, while stuff that you're supposed to look at happens somewhere.
[editline]27th September 2012[/editline]
[QUOTE=a wet towel;37809373]Animal necromorphs are a really cool idea. That dog was hideous.[/QUOTE]
Pretty sure there already were animal necromorphs in Dead Space 2.
[editline]27th September 2012[/editline]
And while we're at it, why criticize the game lacking tension and atmosphere when the demo shows a quite long passage with no shooting and just you walking around a dead pitch-black ship, a good part of which was obviously edited off for the video.
[QUOTE=RichyZ;37815232]i think the only necro in ds2 that resembled an animal was the stalker or w/e, and i guess the one that makes people pregnant
but neither one is really based on a realistic animal[/QUOTE]
I was thinking of the stalker, yeah. That raptor-like thing.
I always assumed it was transformed cattle or something because of their skulls.
The dog necromorph has basically the same mechanics as the baby necro in ds2, which is kinda disappointing.
[QUOTE=cwook;37815602]The dog necromorph has basically the same mechanics as the baby necro in ds2, which is kinda disappointing.[/QUOTE]
It's just a new model for the original dead space 1 lurker.
[QUOTE=cwook;37815602]The dog necromorph has basically the same mechanics as the baby necro in ds2, which is kinda disappointing.[/QUOTE]
That's because it IS the same as the baby necro. They just felt it was odd that a remote colony on an ice planet would also have a dozen nurseries. So they went with dogs and not babies.
[QUOTE=Ganerumo;37815250]I was thinking of the stalker, yeah. That raptor-like thing.
I always assumed it was transformed cattle or something because of their skulls.[/QUOTE]I think the Stalkers were supposed to be human corpses combined with an assortment of pets which were on the Sprawl. Like how that one guy supposedly had a small zoo of birds in his quarters, but by the time you get there there's only empty cages with no possible way out for them to have taken.
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