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  • I'm going to have to echo other people's complaints regarding the logs in this game. The story in general, really, feels like a missed opportunity.

    I know they wanted to make this a more personal journey for Isaac, but, for example, you make your way through a Unitology cathedral, and yet you learn almost nothing about Unitology that wasn't already known from the first game (and the novel, too, I imagine, though I haven't read it myself).

    Isaac himself is still a pretty bland character, too. I mean, I get that they want to push the whole he's just a regular ol' engineer angle, but it's a lot harder to accept in this game than it was in the first. It's actually a really similar situation to Nathan Drake. They always make such a big deal about how he's this average everyman, and yet he's able to pull off feats no actual ordinary person could.

    Granted, that's the nature of the medium, but just saying someone is a normal person doesn't make it so. I mean, at least Capcom never even made an attempt at making their characters believable or realistic. That, for me, makes it a little easier to swallow their more Herculean accomplishments. Plus, I never expect genuine character depth or development from Capcom. But with characters like Isaac or Drake, it just doesn't work for me.

    Also, just to be clear, I am fully aware of the fact that since Isaac has been through something like this before, he would react differently to it and have more experience dealing with this kind of situation. That would be perfectly fine in and of itself if his supposedly deteriorating mental state was actually used in any meaningful way to affect the gameplay, which it's not. It really serves more as a means of exposition to help push the story along than anything else, save for maybe a jump scare here or there.
    Last edited by Archelon; 01-30-2011, 02:55 PM.

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    • So far I'm loving this game. I find it a lot easier to play at length than the first game where I could only spend an hour or two playing at a time.
      Also, I dont know if this is just because im terrible at the game but I find it to be quite hard at times. By hard I mean that I would often run out of ammo, health or money which made progressing quite difficult and it also upped the tension ten fold!
      Has any one else found this game challenging?
      Another plus for me is the pacing. While it definately isn't a fast paced action horror it is definately faster than the first game which, personally, I love. Don't get me wrong theres still the creepy, tension building moments where you dont encounter any actual enemies for a few minutes but the attacks seem more frequent and a lot more intense with lots more necromorphs popping up on screen as compared to the previous game.
      I have to say the scenery, lighting, sound effects, the whole stmosphere of the game is just superb making one of the scariest games I have experienced in a long time and I'm a huge horror fan (which these days isn't really saying much).
      I havn't completed the game yet but so far this is shaping up to be a much more enjoyable experience for me then the first game.

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      • Okay, so I'm going to admit that I'm starting to really enjoy this now...I'm in Chapter 9 or 10, I believe...And now...NOW, it feels like what I expected from a sequel to Dead Space.

        Spoiler:


        Isaac himself is still a pretty bland character, too. I mean, I get that they want to push the whole he's just a regular ol' engineer angle, but it's a lot harder to accept in this game than it was in the first. It's actually a really similar situation to Nathan Drake. They always make such a big deal about how he's this average everyman, and yet he's able to pull off feats no actual ordinary person could.
        I agree, I find Isaac a lot more boring now than I did in the first one. I think this is probably because he was able to play the "mysterious" angle, and you could sort of make him out to be whoever you wanted him to be. It was simply up to your imagination as to what type of person Isaac is (to a certain extent anyway).

        But then again, there are only so many archetypes out there before they get used over and over again and we do see them as boring. Meh.

        |AA|
        sigpic

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        • Unlimited power nodes glitch. I just did it. It took about a hour and a half but worth it. Its easier than doing a shit load of play throughs.

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          • There are a number of places in the game that works, only seems to be with the power node locked doors though. That one is very near the end of the game.

            Anyway, I beat this. What a crap ending and boss fight, even worse than the original.
            Beanovsky Durst - "They are not pervs. They are japanese."

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            • Originally posted by KylieDog View Post
              There are a number of places in the game that works, only seems to be with the power node locked doors though. That one is very near the end of the game.

              Anyway, I beat this. What a crap ending and boss fight, even worse than the original.
              boss fight is very bad, but ending is better than the one i DS1
              Spoiler:

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              • Originally posted by KylieDog View Post
                Anyway, I beat this. What a crap ending and boss fight, even worse than the original.
                Haters gonna hate.
                See you in hell.

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                • The boss fight was pretty terrible. I thought the ending was a nice little nod to the first game's, though.

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                  • Isaac Clarke doesnt feel like an everyday joe and instead feels like a Chris Redfield calibre hero?

                    Haha. I dont know what game you guys have been playing, but just as with the first one, most of the "extraordinary" battles or situations Clarke was in, felt as if they were resolved with pure luck or circumstances out of his control.

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                    • Yeah. Clarke's pretty much surrounded by luck. I still love how Dead Space doesn't use QTE cutscenes, but features much more interaction during action cutscenes (which can totally shoot you in the leg if you're not equipped well for the situation... tentacles and ripper blades in DS1 says hi...).

                      But I really hate the actual QTE and cutscene kills some enemies initiates. Mainly 'cause of how they "snap" onto you when the conditions are right. This without even any impact being necessary... it's as if you're the enemy and the enemies are players QTE-ing the shit out of you or something.

                      Also... Dead Space 2 had shockingly few bosses...

                      Anyway, I kinda like Isaac's bitching. He sounds so fed up at times and genuinely pissed in a "Not this crap again!" and "I've had it with this Mickey Mouse bullshit!" kind of way. Him suddenly turning into a chatterbox is something I think they pulled off surprisingly well.

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                      • Originally posted by Carnivol View Post
                        Yeah. Clarke's pretty much surrounded by luck. I still love how Dead Space doesn't use QTE cutscenes, but features much more interaction during action cutscenes (which can totally shoot you in the leg if you're not equipped well for the situation... tentacles and ripper blades in DS1 says hi...).
                        Yeah, the QTE cutscenes or sequences werent (for the most, most part) just "here, tap X as fast as you can to escape from the boulder"! kind of scenes. While I dislike being dragged out of the moment of comfort which you get with a cutscene, most of those QTE parts came with a warning. Either an already action-filled cinematic moment or built up with tention.

                        I would also consider the simple gameplay where you shoot stuff to survive while not having much control over anything else as QTE-s aswell, just without the flashy [E] key on the screen. Oh, and then theres two parts... ok, getting carried away now.

                        BTW, why Ripper Blades? I didnt do my research and didnt want to waste any precious nodes on experimenting, but I found (in DS1) the Force Gun a much better weapon. Its like a shotgun. Just made for mountain engineering.

                        Theres a particular sequence where it was difficult to see the flashing QTE indicator as I was focusing on something else. Actually died twice there, because at first I thought Isaacs death was supposed to happen.

                        Also... Dead Space 2 had shockingly few bosses...
                        Dont know about that. It had plenty, they just felt like semi-bosses or puzzles, or they were parts of puzzles. I felt there were quite a lot of them. They were less obvious as "Bosses" since they came at random, I would blame that on the whole level setup, which was much more fluid this time. No clear train trips between them. Although I did like those. Nice touch.

                        Anyway, I kinda like Isaac's bitching. He sounds so fed up at times and genuinely pissed in a "Not this crap again!" and "I've had it with this Mickey Mouse bullshit!" kind of way. Him suddenly turning into a chatterbox is something I think they pulled off surprisingly well.
                        Indeed. Just one cheezy line, and even that felt natural.

                        Still digesting DS2 at this point. The only thing I had problems with were the weapons. Now those did really feel like uberwaffen this time. Great fun, but not that immersive.

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                        • Originally posted by Member_of_STARS View Post
                          BTW, why Ripper Blades? I didnt do my research and didnt want to waste any precious nodes on experimenting, but I found (in DS1) the Force Gun a much better weapon. Its like a shotgun. Just made for mountain engineering.
                          In Dead Space 1 I pretty much juggled weapons, trying to find what "worked for me". At one point I was trapped at a save point with only 5 ripper blades worth of ammo and a tentacle dragging me down a corridor. I basically had to get some sort of magical critical hits with them. (The kinesis alt-fire on the Ripper Blades were also perfect for baby murder, fat guy murder and mass-knee capping. Yet to try them in DS2)

                          Originally posted by Member_of_STARS View Post
                          Dont know about that. It had plenty, they just felt like semi-bosses or puzzles, or they were parts of puzzles. I felt there were quite a lot of them. They were less obvious as "Bosses" since they came at random, I would blame that on the whole level setup, which was much more fluid this time. No clear train trips between them. Although I did like those. Nice touch.
                          Well, you had plenty of "clear the room so you can fix this in peace" and most first encounters with new monsters were pretty hectic. But I kinda feel the game lacked the "out of control" stuff. (Like, I was totally hoping for a gigantic boss ala. the cylinder boss in DS1 when I was overheating those huge gas tanks. Instead I just got some more run off the mill gorillas that I'd already fought a billion of.


                          Originally posted by Member_of_STARS View Post
                          Still digesting DS2 at this point. The only thing I had problems with were the weapons. Now those did really feel like uberwaffen this time. Great fun, but not that immersive.
                          I started out by going for my DS1 setup, but ultimately dropped it for Force Gun, Plasma Cutter, Line Gun and Pulse Rifle. However, by the end I just sold the Pulse Rifle and Line Gun, followed by pimping the Force gun to the max. (Some bad investments and planning earlier resulted in me having to do some really creative juggling at times on Zealot, though )
                          Last edited by Carnivol; 02-03-2011, 10:53 AM.

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                          • Originally posted by Carnivol View Post
                            "I've had it with this Mickey Mouse bullshit!"
                            See you in hell.

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                            • Ok, Visceral wins for being awesome guys of the year already;

                              well about a year ago (or whenever the article came out) when they said they were toning down the scares, for DS2 i was bytching on twitter. the art director i guess saw, and @replied me like "the game is still going to be awesome" so i said i would follow him, and let give him shyt personally if it was not awesome when it came out.

                              fast forward to now, i @replied him telling him the game was indeed awesome, and he does not have to suffer a wrath of anger from me. lol he saw my tweets about what happened with my xbox/dog, and DM'ed me saying "whats your address" i gave it and he said "wait about a week"

                              this showed up today lol. i didn't really want to get too excited because i had no idea what would become of it, if anything, but this is amazing lol i am sooo happy.
                              Signed copy of the game sent to her from the team

                              the drawing the art director did for her with it.

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                              • Proof that good deeds never go unpunished and being a dick gets you everywhere.
                                See you in hell.

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