Post by
MinisterofDOOM »
https://forums.nicoclub.com/ministerofdoom-u16506.html
Tue Aug 11, 2009 8:22 pm
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.