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ZP - Dead Space

#1 User is offline   David-kyo Icon

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Posted 05 November 2008 - 12:18 PM

http://www.escapistm.../333-Dead-Space

Yeah, pretty much sums up my problems.
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#2 User is offline   Man Of Doom Icon

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Posted 05 November 2008 - 01:02 PM

I'd still like to play it though, if only because I love survival horror.
LOVE, the source of all evil:
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#3 User is offline   HitByPitch Icon

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Posted 07 November 2008 - 12:06 AM

I am also a huge survival horror fan and i have heard mixed reviews for this game. I heard that if you run it on a fairly decent computer that the graphics are incredible and though i don't merely buy games for the aesthetic content, its still nice to give my nice new computer a decent workout. I also hear the same thing ZP said: that the necromorphs/ zombies are creepy at first then the scare factor dies out. On the plus side, its been recommended for the gaming controls and the steep difficulty curve.

I am still intent on buying the game.....whenever i get the money that is smile.gif

....hmm on second thought it seems as if i am just repeating ZP's much more entertaining review....
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#4 User is offline   saturnine Icon

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Posted 07 November 2008 - 08:24 AM

i completely agree with the review.
i was very disappointed that the game wasn't really survival horror(at least in my definition of the term)
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#5 User is offline   Game Over Icon

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Posted 07 November 2008 - 11:55 AM

I just finished the Doom series, Prey and the Half Life episodes a little while ago and I have this feeling that I might get the same deal spending more money on this product while I can get the same deal by getting a decent membership at my local gym.

...

Oh, well. I like Indian style horror. But I never thought EA could release a "survival horror".
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#6 User is offline   Gobbler Icon

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Posted 07 November 2008 - 12:14 PM

QUOTE (Game Over @ Nov 7 2008, 05:55 PM) <{POST_SNAPBACK}>
Oh, well. I like Indian style horror.

What's that, Bollywood? huh.gif

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Pop quiz, hotshot. Garry Kasparov is coming to kill you, and the only way to change his mind is for you to beat him at chess. What do you do, what do you do?
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#7 User is offline   Game Over Icon

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Posted 07 November 2008 - 03:54 PM

QUOTE (Gobbler @ Nov 7 2008, 06:14 PM) <{POST_SNAPBACK}>
What's that, Bollywood? huh.gif


Today's "survival horror" is more cliched than Bollywood movies and their super romantic tone. Though, I can say that I played Doom 3 with a clean heart and it actually gave me subconscious thoughts which scared me, so I guess they're not that repetitive or cliched.

Its just a words that I came up with.

This post has been edited by Game Over: 07 November 2008 - 03:55 PM

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#8 User is offline   Dr Lecter Icon

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Posted 07 November 2008 - 10:59 PM

The main problem with modern survival horror is one of the following things:
1. Alot of the time, the designers don't grasp the "survival" part.
2. Alot of the time, the designers don't grasp the "horror" part.
3. Even if they bang the first two on the head, they wrap it up in a pile of shit.
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#9 User is offline   Gobbler Icon

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Posted 08 November 2008 - 04:15 AM

I think game developers really should follow Mr. Y's advice and retreat from that "shocker around every corner" strategy, since it's too easy to see through. Instead, go for extremely detailed characters, have the player attach himself emotionally to them, and then put 'em in the toaster. Humans are social creatures, why not exploit that in a horrifying unsocial way?

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Pop quiz, hotshot. Garry Kasparov is coming to kill you, and the only way to change his mind is for you to beat him at chess. What do you do, what do you do?
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#10 User is offline   Dr Lecter Icon

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Posted 08 November 2008 - 07:52 AM

I remember the Godfather game (bare with me here please), you played as this character in the tutorial, you know beating people up. At the end, these guys appear from no where, with machine guns and take you down. While I'm busying shouting "hax!!!!" at the screen, you realise that you're actualling playing as your character's father. I thougt it was a good idea to try and get you to understand your character's fustration about having his dad being killed.

I also understand quite a few games have done this, and done it better. So no need to throw five shades of shit at me. It was just the first game that came to mind.

This post has been edited by Dr Lecter: 08 November 2008 - 07:53 AM

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#11 User is offline   m0ds Icon

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Posted 08 November 2008 - 07:36 PM

Great review! Shame that wank intro & outro music still exists though. Oh wait, thanks to the mute button, it doesn't exist smile.gif

You got fucked by a corporation, Ben - and you were the last person I'd ever expect to let that happen! Oh well ohmy.gif
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#12 User is offline   FFreak3 Icon

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Posted 08 November 2008 - 07:50 PM

The problem is that the shocker always takes the same contextual form: a monster or being lunging at you, instead of something completely new.

I was just though a game where it impossible to take damage, or die, or fail, but it still scared me pretty badly to suddenly have a pair of giant eyes stare at me though previously blank windows; probably because I was counting on a little girl to show up and stare at me wordlessly and was watching entirely the wrong region of the screen when the eyes popped in. It didn't hurt that the solution to the puzzle was to hide from the eyes as quickly as possible.

Another trick that's used badly is getting the character in an obvious vulnerable position. How about getting a character in a position you didn't realize was vulnerable? Monsters always grab the ankles or come from behind; I think the best scare I had from a direct attack was from a monster who just knocked my hands out of the way and tore out my throat. And it was obvious too, the monster just comes running straight on, and I get the knife prepared, then bam! taking damage and I'm freaking out trying to get the situation under control.


Then there's the inevitable escape scene . . . If it WASN'T inevitable, it might be scary, but after we realize that it is, indeed, inevitable, we also realize that the result is beyond our control, and it just becomes an obstacle course meant to lengthen gameplay.
Cutscenes or previously unknown moves from the monster are dead giveaways. I'm running away! What? he punches through the ceiling? Oh, I was meant to do this. *yawn*
The best example I can give was . . . maybe siren? I'm not sure which game. Anyhow, I was runnign away trying to find more ammo, and the monster ran after me, crushing the wooden walls as it had done in the gymnasium, but the game appeared to be glitching up and the animation for the walls and what was left afterwards was mildly screwed up. Because I didn't know which walls the monster could come through, I was constantly od guard and constantly surprised when the monster came running again.
I looked it up afterwards, and found out that the animations, according to one source, (directors cut, apparently), were left imperfect for nearly exactly that effect, actually.

What else comes to mind? Oh, yeah, in a game, you create arbitrary rules that you might not realize you follow; like invisible barriers made for clipping purposes, or patterns from stupid AI's. By establishing these implicitly, but clearly, in the game, then breaking them, you can develop one heck of a fright . . . but I've seen, at best, 2 examples. And those weren't terribly good.

One was in Siren, (and I'm sure it's siren this time), when I discovered that the master zombies can actually detect you through your mind's eye, and opened the door to the bathroom just in time to get swiped by the zombie who detected me.
The other was in a fan-made Nightmare on Elm street game, when Freddy physically runs at you in the last level, coming in from the back door you unlock to escape. After a full game of psychological mind games and ghosts (who didn't hurt directly, but stole your items), zombies (who hurt directly, but only moved when you did, and in a pattern relating to your moves. The first one you meet, for example, simply mirrors your movement), of spikes, of spears, or arrows, of traps, to have a tall guy with burn scars and a trenchcoat, (and hat), with a knife to attack you directly is just so unexpected that you don't know how to react to it. Particularly since you have no weapons or armour or anything.
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#13 User is offline   Ghello Icon

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Posted 08 November 2008 - 11:20 PM

QUOTE (m0ds @ Nov 8 2008, 07:36 PM) <{POST_SNAPBACK}>
Great review! Shame that wank intro & outro music still exists though. Oh wait, thanks to the mute button, it doesn't exist smile.gif

You got fucked by a corporation, Ben - and you were the last person I'd ever expect to let that happen! Oh well ohmy.gif


Please; If a corporation was actually willing to fuck any of us for what Yahtzee does we'd take every last inch for any loose dollar.
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#14 User is offline   Game Over Icon

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Posted 09 November 2008 - 10:25 AM

QUOTE (Dr Lecter @ Nov 8 2008, 01:52 PM) <{POST_SNAPBACK}>
I remember the Godfather game (bare with me here please), you played as this character in the tutorial, you know beating people up. At the end, these guys appear from no where, with machine guns and take you down. While I'm busying shouting "hax!!!!" at the screen, you realise that you're actualling playing as your character's father. I thougt it was a good idea to try and get you to understand your character's fustration about having his dad being killed.

I also understand quite a few games have done this, and done it better. So no need to throw five shades of shit at me. It was just the first game that came to mind.


One scene that got me by my arteries was in Half-life 2: EP2, where there the aliens were like 'Om nom nom nom' and Eli was liek 'sebfhsblasbd' and alyx was liek 'Oh noooooooes!' and Gordon was liek 'LOL'.

But seriosusly, that was pretty sad.

QUOTE (Gobbler @ Nov 8 2008, 10:15 AM) <{POST_SNAPBACK}>
I think game developers really should follow Mr. Y's advice and retreat from that "shocker around every corner" strategy, since it's too easy to see through. Instead, go for extremely detailed characters, have the player attach himself emotionally to them, and then put 'em in the toaster. Humans are social creatures, why not exploit that in a horrifying unsocial way?


Ever heard of John Solomon? Do you know why people don't heed his advice? Because they're pricks and they deserve a nuclear holocaust.
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#15 User is offline   AdamM Icon

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Posted 09 November 2008 - 12:49 PM

I was quite shocked by the end of HL2 Ep2, it gripped me emotionally. I was sitting in my chair watching the credits with my mouth hanging open (the eloquent way in which Game Over describes it notwithstanding). I can't say it was really scary though. Did anyone find it scary?

QUOTE (m0ds @ Nov 9 2008, 01:36 AM) <{POST_SNAPBACK}>
Shame that wank intro & outro music still exists though.

If you're gonna keep criticizing the music, m0ds, you gotta tell us what you would have had done instead. biggrin.gif
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