![]() The monsters, meanwhile - hideous, fast-moving, razor-clawed abominations - were right up there with Capcom's best.Īll this still holds true in Dead Space 2, but it's an even more assured and ambitious effort. ![]() The use of space, camera position, light and darkness to restrict your perception and ramp up the fear put Dead Space right up there with Resident Evil 4 in the sheer panic stakes. The sound design, with all those strange mechanical noises and skittering, pounding sounds, kept you constantly on edge. Moving stuff like the health bar, the save points, objective markers and incoming messages from the user-interface and menu system and into the game world made the experience so much more immersive. Most importantly, though, Deep Space was superbly cinematic and really, really scary. The setting - a drifting, deep-space mining vessel - allowed for some great sequences in zero gravity and/or limited oxygen, and the system for upgrading weapons and your engineering suit was flexible and brilliantly executed. Throwing in kinesis and stasis abilities (moving and throwing objects and slowing down mechanical devices and fast-moving beasties) was another, giving you an advantage in high-stress situations, and enabling some cool puzzles as the game went on. Making the hero, Isaac Clarke, an engineer rather than a soldier, and his weapons industrial machines instead of guns was a bit of a master-stroke, as was the idea of “strategic dismemberment” slaying monsters by blasting their limbs off rather than going for a head shot every time. The original was basically a canny combination of Resident Evil 4 and Doom 3, but enhanced by a superb, creepy atmosphere and some really ingenious gameplay. Needless to say, it has all the bits we loved about the first one. it is leaps ahead of the original excellent games.
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