Persona 3 FES, gonna play The Answer, and maybe start Persona 4 after I beat that. They are pretty long games so I might take a break.
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GTA3 Xbox.
What's funny is that for the 5+ years I have been playing GTA3 on PC, and the 50+ attempts at the Paramedic mission that all failed, I managed to get it on one go on the first day that I brought home my Xbox version.
Irony is so shitty sometimes.
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well i just finished Dead Space today, and i have to say it's the best game ive played this gen so far, though it possibly ties with COD4.
i loved it, i can't wait till Dead Space 2 comes out.
the ending was Epic, and it was actually scary in parts as well, proves how much RE4 sucks at being scary.
i think ill start MGS1 tomorrow.
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Dead Space impossible mode on my PC, should be my 6th playthrough.
I LOVE this game. Game of the year to me.
And finally I have the animated movie DVD (released on December 3rd here in Italy) =)
Also next week should be arriving the first 3 comics released in US last year that I bought on Ebay.com one week ago (I'm actually in search of the other 3 issues) and also the Harcover Comic (the book collects all six issues of the Dead space comic series, concept artwork from the game, previously unseen art by Ben Templesmith, and extra background information on the series’ main characters by Antony Johnston) just ordered on Play.com.Last edited by Sunglasses; 01-25-2009, 03:56 PM.
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Originally posted by ChrisRedfield29 View PostI hear nothing but good things about Dead Space but I played the demo and HATED it.
I suppose I'll elaborate a little more. I got the impression that the development team couldn't decide just what kind of horror game they wanted to make, be it "shock" horror, "psychological" horror, or "gore" horror, so instead they basically just threw everything at you and hoped something stuck. The problem is that none of it meshed well together. You could tell when they were trying to be shocking, when they were trying to be "psychological," and when they were just trying to gross you out. It was all delineated, and it really hurt the pacing and, dare I say, immersion.
It's kind of hard to be frightened when you know exactly how the developer wants you to react to a "scare." I'm not sure if that makes any sense. Also, the jump moments were so obvious that I knew almost exactly when to expect them as I was moving through an area. See a vent? A monster is going to jump out when you get close to it. See a "dead" body lying there on the ground? Surprise! It's going to jump up and attack you as you pass by. This tactic was particularly ineffective, because the only dead monster bodies you ever saw in the game were the ones that jumped up at you. It would have worked a lot better if there had been monster corpses that didn't jump up and attack you once in awhile.
In any case, I think by the end of the game even the developers gave up trying to make it scary, because it just turned into another average third person shooter. Any sense of "strategy" that may have arisen from the whole "strategic dismemberment" shtick goes right out the window when you just have hordes of the enemies running at you, and it's a whole lot easier to just mow them all down with the pulse rifle than actually trying to cut off limbs.Last edited by Archelon; 01-25-2009, 04:59 PM.
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@Archeleon
I can't understand your point of view, however Dead Space is not just a game, there is an amazing story behind, i suggest to you the comics, the animated movie and the backstory website "no known survivors".
The story and the atmosphere in Dead Space are epic, if you are talking about gameplay, yes it looks like another average third person shooter, but games are not just gameplay.
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Originally posted by Sunglasses View Post@Archeleon
I can't understand your point of view, however Dead Space is not just a game, there is an amazing story behind, i suggest to you the comics, the animated movie and the backstory website "no known survivors".
For example:
Spoiler:
If Nicole was dead all along and just a delusion of Isaac's, then how was she able to unlock that door for you and operate the hangar bay?
Also, in the animated movie, the female survivor at the end of the movie was protected by the artifact, because it repelled the Necromorphs. However, in the game, regardless of how close you are to the artifact, the Necromorphs will still attack you.
There were a few other relatively minor things as well, but I probably already sound like I'm nitpicking.
I think probably the biggest issue though is that the game tries to make you feel some sense of emotional attachment and urgency, because Isaac is looking for Nicole. However, regardless of what happens in the game, you get no reaction whatsoever from Isaac. I understand the developers wanted to make Isaac as faceless as possible so the player could, in a sense, assume the role of Isaac themselves, similar to many first person shooters and the silent protagonists of rpgs.
But even then, you'd expect some sort of response when he's standing there watching the rest of his crew get attacked and torn apart by the first Necromorph. He just stands there and goes into his idle animation. It's much the same with any of the other "emotional" moments in the game. They're ruined by Isaac's lack of personality. Even the big "twist" towards the end of the game falls flat, because you get nothing out of Isaac.
I think the whole religious cult aspect could have been removed, and it probably would have affected the storyline very little. It just didn't flow well with the rest of the story they were trying to tell. Even though it was a religion made up specifically for the game, it almost felt like when someone tries to tell a story about a particular religion that exists in real life, but the person telling the story has no prior knowledge or experience of said religion.
The only thing that made it somewhat tolerable for me was the fact that they were rather blatantly mocking Scientology.
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