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Why the fuck is the PS3 demo a week later!? WHY?
Dude, it's really not that big of a deal.
Why the fuck is the PS3 demo a week later!? WHY?
On the off chance someone involved is reading and can fix things..
It seems weird that you can bypass the slower pace Isaac has walking in the snow by aiming which makes him essentially run.
Aiming walking seems about the same speed as running as well.
Just something odd/quirky I noticed.
i dont get how/why they fucked up the controls. i am not happy with the focus on even more action, but with the controls from ds 2 it could still be fun. the biggest problem with the ds3 demo (for me) is that fighting enemies is just not fun, at all.
I remember really disliking the Dead Space 2 demo but loving the game. Maybe it will be the same case here
....
Yep. Apparently it will be the same story as the normal SP but with some variations because of the extra character
absolutely agree. it was the first thing I noticed. I don't know why they've changed them, they were pretty perfect in dead space 2. it's really frustrating due to how faster paced the enemies are in the demo. I hope they fix it.
it's like they've slowed it down or something. it's not laggy, but it's not as responsive as dead space 2.
That sounds terrible. Granted, I'll give the benefit of the doubt since its only the demo but I always thought Dead Space was at its best when its just quietly building suspense through atmosphere, not any action setpieces.apart from that, there's a lot more action. a lot more. this might be a positive for some, but I didn't like the more action oriented direction of dead space 2 and this seems to have turned it up to 10.
That sounds terrible. Granted, I'll give the benefit of the doubt since its only the demo but I always thought Dead Space was at its best when its just quietly building suspense through atmosphere, not any action setpieces.
Another thing I'm wondering about until I can get home to watch video of the demo- is the targeting reticule just a fixed dot? I remember seeing videos of the gameplay where the targeting dot is just a dot on screen, while in past DS games the targeting dot was an in world dot that would be painted on the actual target.
Sounds like going from UC2 to UC3 where UC3's controls suddenly were fucked up compared to UC2. (Well, mainly the aiming, which is what I'm assuming you're talking about here). Which is hilarious, because in both scenarios it's going from the second game to the third game and the second game for both series were highly praised if not the hallmark of both.
I think a lot of us expected this to happen though given E3's trailer. I'm not surprised... though the controls taking a dip sounds even worse than just the game itself taking a different direction.
So whats the overall impressions of the demo ?
You should read the thread.
TLDR: Action oriented, clunkier controls. Most seem unimpressed
That would be a shame if they changed the controls, doesn't somebody that worked on the game post on this site? maybe he/she can explain why.
That sounds terrible. Granted, I'll give the benefit of the doubt since its only the demo but I always thought Dead Space was at its best when its just quietly building suspense through atmosphere, not any action setpieces.
Another thing I'm wondering about until I can get home to watch video of the demo- is the targeting reticule just a fixed dot? I remember seeing videos of the gameplay where the targeting dot is just a dot on screen, while in past DS games the targeting dot was an in world dot that would be painted on the actual target.
So whats the overall impressions of the demo ?
Yep. Apparently it will be the same story as the normal SP but with some variations because of the extra character
The bigger change here is the move to a generic "Ammo," a la Deus Ex 2. Again I guess they did this to allow you more flexibility with weapons and crafting, and to balance the fact that you can only carry two weapons now, but it's...it feels like they fixed something that wasn't broken.
Oh well, thankfully there are patches so they can just adjust the controls like they have done to games before.
I haven't played the demo yet, but I thought they said the generic ammo was a placeholder thing for demos etc only? Specifically it was to avoid spoiling weapon types, or something. Like that'll matter once somebody datamines this demo.
*places hand on shoulder. I feel your pain.Why the fuck is the PS3 demo a week later!? WHY?
I give this an IGN 8/10they always wanted to be the new Resident Evil, I guess they're on track with these impressions ;p
I have a code, I'll message it to whoever quotes this post.
Well I just finished playing through this. It was...fine? I agree with others that the controls feel off. They really perfected these in DS2, don't know why they were tweaked for this game. Everything feels a little heavier than it did before.
The weapon crafting system is serviceable, and though I never cared for the node system, having to root around for a bunch of random scrap metal isn't that appealing either. The loot should enhance the game, not become the focus. The bigger change here is the move to a generic "Ammo," a la Deus Ex 2. Again I guess they did this to allow you more flexibility with weapons and crafting, and to balance the fact that you can only carry two weapons now, but it's...it feels like they fixed something that wasn't broken.
The worst parts of the demo are all the bits where it tries to be a cover-based shooter. That's when the slowness of the controls becomes even more apparent. The "cover" system is laughable and has you awkwardly crouching next to low walls. Isaac hunches his shoulders down and you can pop up and shoot, but the whole thing looks a little silly. The enemies with guns are terrible at shooting anything, and feel like they were made that way so the game wouldn't be impossible. It's silly.
Graphically it's on-par with Dead Space 2, but now there's snow everywhere. Still I don't know, where DS1 and 2 seemed like smooth combinations of Action and Horror, this one seems clumsy. It's clearly well-made, high-budget thing, but I left the demo a little less excited about the game than I was before I played.
The changes you mentioned made me sadface. After hearing from several sources that Dead Space 3 would still feel like a Dead Space game, this makes me want to cancel my preorder and wait for full reviews before deciding to buy it or not.
Edit: I agree with how Dead Space is a good mix of action and horror, but the horror aspect seems to dwindle after you realize how powerful a character Issac is after a few weapon upgrades.
I think the person that made the controls of this game post here, I remember codecow said it designed the controls.
Hey codecow, any feedback as to why the controls are different?
That's true, though it's less of an issue on higher difficulties. Plus, without any kind of power-up progression I think he'd end up feeling a little too weak and Dead Space has always empowered the player and gone for atmospheric scares and sudden one-hit deaths instead of Clock Tower-esque terror. The last few sections of Dead Space 2 in particular did a good job of making me feel powerless even though I had all these weapons.
I imagine that the bits shown in the demo will work a little better in the context of the full game, or at least I hope they do. There's no real reason given for anything going on in the demo, and the jump scares are pretty cheap with guys just popping out of the snow. I think the more open environment also doesn't lend itself as well to the style of horror and atmosphere we got in the first two games.
Why the fuck is the PS3 demo a week later!? WHY?
I finished the single player campaign demo a while ago and have been uploading my game play. So far I have the first part of the video uploaded. (2 parts total) If you guys want to check it out, the link is right HERE. I was messing around in the menus at first, and even tried out the new 'build your weapon' feature, so the single player action doesn't start until about 7:40. I'll be uploading the second part as soon as possible. Furthermore, the game play is in HD, so if you have the bandwidth, check it out! I haven't tried the co-op yet, so if anyone is interested in that, let me know, I can upload that game play too. (GT: FallingSputnik)
One more thing, this game has a very wide variety of environments way more so than either of the two previous games; it is also much longer. If you like space and such we have you well covered. There are also some neat surprises.
Codecow, what are the chances you can bless someone with a code?
100% (for a limited number of people).
They actually are the same, we didn't change any of the tuning/code/speeds at all for main aiming. The controls are the same except for a couple of additions (crouching, roll). Originally at E3 we had more new stuff but we took it out because we didn't like it.
One difference is that the AI is a lot more aggressive. In the previous Dead Space games there are a lot of states on the Slasher enemies where they just stand there waiting for you to shoot them. In Dead Space 3 once you start building your guns with things like stasis effects on the projectiles (and especially in co-op) it starts to make the game too easy.
Keep in mind that this demo is basically what we showed at E3 last year and is only representative of a tiny part in the middle of the game (minus any weapons you would have made) and with a bunch of demo-y stuff added. As usual for us we put out effectively anti-GAF demos.
Good stuff dude. I'm finishing a video from single player but you want to do a co-op video together so we can show the difference form each player?
100% (for a limited number of people).
100% (for a limited number of people).