Dead Space: PC

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MinisterofDOOM
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Despite the fact that the Xbox 360 demo left a bad taste in my mouth when I played it last year, I decided I was desperate enough for something new to play that I'd take a chance with the PC version of Dead Space (which had the potential to escape most of my issues with the 360 demo).

I've only played about half an hour into the game so far, but my experience this time around has been MUCH more positive. There were some issues to deal with, though: primarily the input lag glitch. Out of the box, the PC version has a terrible issue with input lag, causing mouse and key inputs to take nearly half a second to translate into game actions. This made the controls hopelessly numb and made even navigating the menus and HUD interface difficult. Fortunately there's an easy fix (disable V-sync).

With that out of the way, the controls became much more responsive, but still not perfect. In an effort to retain some claustrophobic feel, the game dampens inputs. That is to say, I can crank my mouse sensitivity all the way up, turn my mouse resolution all the way up, and fling the mouse, and Isaac still turns at the pace set by the programmers. I can understand why this was done, and it's arguably a good design choice (I'm not fond of it, but can forgive it) but it has unfortunate consequences. The biggest of which is lack of input feedback. A good analogy would be a car with numb steering: it's hard to tell how much steering input is needed when you can't feel the impact of that input. Move the mouse fast or slow, Isaac turns at the same speed. It makes judging mouse inputs difficult. Fortunately, it's numbed rather than exaggerated, so "misjudgements" can be corrected by adding more input...the result of error is under-shooting, which is better than over-shooting I guess.

The other control issue is the very poor translation of the holographic menus for inventory, etc. to the PC version. Since they're designed to be navigated in real game time (without pausing gameplay) you can't use "WASD" to move the cursor. Instead, you have to (and this is really goofy and awkward) hold the middle mouse button to switch to "rig" mode, at which point mouse inputs move the cursor in the menu instead of steering. It's really awkward and clumsy. Also, scrolling through text holograms requires you to use the arrow keys, which are nowhere near either hand. So in the end you still can't use the holomenus and maneuver at the same time anyway, so they might as well have used WASD to navigate them.

Gameplay itself is pretty good, though. Combat has good tension to it, but I've yet to feel overwhelmed. The holo-hud is neat, and the "breadcrumbs" feature is a great touch. I'm still waiting for the game to step up from tutorial mode, though. "Find part A, insert in hole B" isn't very compelling, however creepy the corridors you traverse in order to do so might be.

I was kind of hoping the visuals would be improved over the Xbox 360 version, but sadly that's not the case. Very unfortunate...lots of potential missed there.

If the game only gets better from here, I don't think I'll be disappointed. I do wish EA had put more effort into translating the controls for the PC version, though. Clunky inventory management may not be an issue now, but I can easily see it becoming a killer (quite literally) in the late game.


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I understand the things you pointed out and agree with some of them too! I love the visuals on this game and would like to see it in person on a console to see how it stacks up to the PC version. Glad you're having a better time with the PC version than you did with the console version. How far did you get when you stopped playing the console version?

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I only played the demo on the 360...it tosses you into a some level later in the game with multiple weapons and pits you against a half dozen necromorphs right off the bat. Really poor choice of demo level...you don't have a chance to acclimate to the game's claustrophobic controls before being plunged into close-quarters combat. I didn't know about the quick-healthpack button or the stasis module, which would have made all the difference, so I was easily overwhelmed and got frustrated.

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MinisterofDOOM wrote:I do wish EA had put more effort...
EA and "more effort" don't belong in the sentence.

Given the constant lack innovation we've seen in Madden and the ongoing attempts to run the Need For Speed franchise into the ground through poorly thought out recycled sequels I'd surprised if the developers didn't wear velcro shoes to work because tying takes too much...what's the word?

Oh yes, effort.

Onward...Dead Space is one of those games I just didn't get. I'm not alone, but I certainly feel like I'm in the minority. Is there something I'm missing that makes this game (apparently) so well received?

You must have really wanted a new game...the new Wolfenstein is due out next week (unless there's a delay I didn't hear about).

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Yeah, I hear you on the EA comment. I've been an EA-hater for a long, long time. Some of their satellite studios are proving to be competent, though (C&C3 is an EA product and is superb...but then so is RA3 and it's trash), so I don't ALWAYS assume the worst at the sight of those two letters anymore.

I don't play sports games and haven't felt the need to play an NFS game since High Stakes, so I haven't really been exposed to the fail from those series.
BusyBadger wrote:You must have really wanted a new game...
Pretty much. I wanted something different and nothing I'm particularly interested is coming out anytime soon. I just needed something new...and Dead Space was $30 on steam, so I figured what the hell. I almost bought Mass Effect but fortunately had a chance to see a friend play it and saw instantly that I would not have been happy with that choice.

And yeah, I "didn't get" Dead Space when I picked up the demo, either. I still don't know that I really "get it" but with a keyboard and mouse it seems to be worthwhile.

The things I like about dead space are the unusual monsters and weapons. I like the incorporation of knocking off legs to slow their approach, etc. Lots of games have dismemberment, but it has never really been functional like this before. Blowing off limbs is really satisfying on a visceral ministerofdoom type level, I guess, and may be enough to make up for the clunky controls. Also, supposedly the story for Dead Space is pretty good...although I haven't seen much of it yet since I'm just nearing the end of the "tutorial" section.

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BusyBadger wrote:the new Wolfenstein is due out next week (unless there's a delay I didn't hear about).
Yeah, but the new Wolfenstein is a budget title and it shows....it doesn't compare to many shooters already on the market.

I mean they are even using the Doom 3 engine......doom 3? How old is that engine.

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Nali wrote:I mean they are even using the Doom 3 engine......doom 3? How old is that engine.
Eh, age isn't really that big an issue. Even if it was, the DOOM 3 engine was ahead of it's time with a lot of stuff, so it really hasn't been outpaced on any significant level yet (at least not in the corridor shooter realm, which is I'm sure what Wolfenstein will be).Plus, it's not the same DOOM 3 engine. Like most other modern game engines, the "Id Tech 4" engine is scalable and has been updated over the years. The latest version even includes enhancements that make it capable of rendering better outdoor scenes, breaking free of the corridor shooter restrictions of the "doom 3" engine.

And the DOOM 3 engine isn't really much older than a lot of others still in use. I mean if you want to come down to it, Source still has remnants of the QUAKE ONE engine in its code. And even the original DOOM 3 engine iteration had better lighting and shadow effects than a lot of modern games.

Even if Wolfenstein is a budget title, Raven software has a great track record (I know I'm in the minority in having liked Quake 4, but that's still only one out of many games) so it should be fun to play.

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The controls in this game are similar to RE5, and you like this game?! WTF?

Enough of that talk, Dead Space is a really fun game because it really WAS scary. If you put it on the hard setting, you get overwhelmed in so many spots, and some of the creatures you have to hit a specific spot to kill, so the difficulty aspect and eerie feeling is what kept me into the game.

It's a decent sized gameplay, I put about a week into IIRC. No puzzles really, just alot of back tracking, so don't be afraid to explore or take your time for that matter. When you get overwhelmed, you get OVERwhelmed and there really is no spot to kind sit it and take the beating, you really have to move around in order to survive. The controls do take a little getting used to, but if you played RE4 & 5, it won't be that much different.

Good hunting MoD.

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krimsonviper wrote:The controls in this game are similar to RE5, and you like this game?! WTF?
Similar, but lacking RE's major faults. Most critically: you can strafe in Dead Space. That makes a big difference. But there's also the fact that combat doesn't really work the same between the two. Dead Space's weapon damage to monster health ratio (assuming you aim carefully) is more in the player's favor. Not like firing round after round into a ganado you're constantly backing away from. Even though, as you said, you really do have to keep on the move (which is why strafing is hugely important) you can be a lot more aggressive and offensive in DS than RE4. Especially with stasis thrown into the mix, you're more juggling the monsters rather than just constantly backing away and firing.

I'm still getting used to the low speed at which the main character turns and aims, but it doesn't bother me as I expected it would...it's just something I have to get used to.

I love the upgrade system. And I like the fact that even though it's a survival horror game, ammo is plentiful...you don't have to starve the player of ammo to keep things tense if you know what you're doing. Of course if the player's a crappy shot ammo could be more scarce...but one- and two-shotting most monsters tends to help conserve ammo.

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I'm a crappy shot, ammo is a problem for me many times...I see something moving in the distance and I start shoot'n!


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