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EA's press conference was by far my favorite conference we have attended thus far. Not only because of the number of high profile titles that were demonstrated but because of the general approach to delivering content. But that is for a whole different post (to be posted later). When EA unveiled their gameplay trailer of Dead Space 2, I was both impressed and a little concerned. As the demo continued, my concerns deepened as the action ceased to break. For the entire 10 minute demonstration, limbs were flying, aliens were dismembered, and stuff was destroyed. Where is the slow, atmospheric build up? Where is the tension and fear of the unknown?
During our post EA discussion, Brad addressed his concern for the lack of content to differentiate this game from its predecessor. He mentions the similar textures and environments and the combat specifically. While these are certainly very similar in this game, I don't feel these were areas that needed to change much in a sequel. If anything, the environments should open up, the violence should be amped up, the atmosphere should be emphasized, and there should be even more epic, set piece moments than the original.
Fortunately, EA has stepped up their game with the action aspects of the game but there was very little pacing to be seen. The demo started in a large open church where Isaac was attacked by a large monster literally seconds after it began. After taking down a gaggle of living baby corpses, Isaac marched down a series of hallways, taking out necromorphs left and right with several familiar weapons and some new ways to implement the stasis ability. Limbs were severed and then fired at other enemies like sharp projectiles; nailing enemies to the wall. While the action was certainly intense, I can't help but wonder if this will be reflected throughout the experience. Instead, these combat scenarios should be dispersed through intense moments of silence and tension.
Of course, the demo ended on a cliff hanger. We were given our first look at the "Sprawl" space station through a series of large open windows. This seems to really hint at new content and varied environments but unfortunately that wasn't reflected much in the demonstration. After a few moments of taking in the overwhelming scenery, the windows are blown out with gun fire creating a vacuum. Isaac scurried down a crawl space into a room with a rather mean looking tenant. Apparently, we will see the conclusion to this demo at the Sony press conference tomorrow. All in all, I am still pumped to get my hands on this game. I think Visceral nailed a certain atmosphere and pacing that I doubt they will stray from with the sequel. I hope that the action overload is a result of the company trying to demonstrate so many game play mechanics in such a short period of time and not necessarily reflective of the entire game's pacing. I guess we will have to wait and see but one thing is clear; Visceral has another potential hit on their hands. The game will hit store shelves in January 2011 and it is already looking damn good. Keep an eye out for hands on impressions from the show floor this week.
-Nick
Comments
14 years, 5 months ago
haha...... "short"
14 years, 5 months ago
I have to disagree. There doesn't need to be more violence. They don't need to make a game more violent to improve on it. They need to work on what was the main draw in the first one, at least for me: the atmosphere. A game doesn't need to be bloody and disturbing to be suspenseful. The feeling of isolation, the dread of what was around the corner, being able to sit in a dark room and just wonder what may be behind this next door, listening to the skittering of claws in the ducts, not being able to tell when it's gonna pop out and try to rip your head off. That is what I liked about the first game, even though I pretty much got to where I could basically tell what was about to happen.
This is where I believe they could take a cue from the Left 4 Dead games or even Fatal Frame. They don't need to make set piece after set piece. They need to have certain set pieces yes, but they don't need to have everything planned out. They need to have random events mixed in. It would also help with replayability. If I can go through a game multiple times and be surprised each time, I'm obviously gonna have more fun with it, even though I know that's asking a whole lot from the developers. But come on, a game that has surprises after each playthrough? That would definitely be an improvement in the game in my eyes. Imagine if they somehow added in a sort of weapon creation system like from fallout 3 or, to play devil advocate for a second, Resident Evil Outbreak where you could make molotov cocktails, a stun rod, or even a sledgehammer made from a pipe and a piece of a rock. It would definitely add to the combat/weapon aspect of the game, but I don't know how it would work.
I just really hope this game doesn't become like the original syphon filter on playstation where it felt like an expansion with nothing really changed overall, or make it feel like a Gears of War in space full of just constant barrages of enemies. A game doesn't need to be full of action to be enjoyable. Like you said, it's all about the buildup. If a game is nothing but climax after climax, you'll end up getting bored of them before too long.
14 years, 5 months ago
Nick, it was only a spotlight. I'm sure there will be plenty of tension building "OH GOD WTF WAS THAT NOISE JUST NOW" moments throughout the entire game. EA only had 10 minutes and it would be pretty boring to show 10 minutes of scattering noises and slightly moved objects without any action whatsoever, and I think during their time they wanted to achieve a perfect balance of those two elements while showing what makes Dead Space, Dead Space.
Although, I do understand why you're worried. The general atmosphere, eerie storyline, pacing, and graphic details in the first Dead Space truly did separate itself from all the other generic survival horror games *cough*Resident Evil 5*cough*. But like everything in the universe, there has to be a good balance between these elements. There can't always be anxious moments of creepy crawlies running around in the dark and nothing happening. There can't always be 1000 gallon blood-soaked battles with a 1000 monsters. Otherwise, the game will turn stale and sour, players forcefully chugging down everything in one go and leaving nothing else for later on. I think what EA is trying to do is to lean towards more action-oriented sequences to indulge the player more in awesome brawls between the necromorphs, you know give a little more punch to the talk, while still trying to pertain the survival horror mood overall.
I just hope it won't turn out to be like Bioshock 2, while there were plenty mo' splicoah killing frenzies, the story and settings basically deteriorated throughout leaving less than memorable moments compared to the first Bioshock.
14 years, 5 months ago
Well I think good job to them..personally, if I was surrounding by lots of people during a conference staring at a huge TV with a presenter in front of it, I would not feel anything should tension be "built up". Christ, with that many we could probably punch the creepies to death.
14 years, 5 months ago
Did the graphics seem like a stepdown to anyone else? I'll give them the benefit of the doubt because it's so early but some of those screens and videos almost look like they have no texturing.
14 years, 5 months ago
You were talking about how the environments and textures seemed, more or less, the same. This isn't a bad thing. I think it's good that they're sticking with what worked in the first game, rather than trying something new and potentially ruining the game.
14 years, 5 months ago
i would not fear this game being too much action focused, im willing to bet they just chose a section of the game where there was high action to show new weapons, abilitys, graphics, etc...so no need to worry
14 years, 5 months ago
well for most things, early-stage demos focus more on the action of the game, and cut most of the time it takes to get past certain areas in half. seeing as demos are short u dnt want to spend the whole time walking slowly, and cant get around the next corner and end up killing only one necromorph
14 years, 5 months ago
I want to know more about Plot, like why Necromorphs are back even though Issic destroyed the Gravemind thing and put the fake relic back on the planet which then got destroyed.