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Thread: The Dead Dozen: 2011's Developer Closures

  1. #11
    It is the difference in pacing that really set the two apart for me. In Dead Space, there are fairly consistent highs and lows throughout each chapter, giving the tense moments that much more impact because you do have quiet moments in between them. Dead Space 2 has far less down-time, and keeps you constantly moving forward to defuse or outrun the latest disaster. I also think the endgame of Dead Space 2 is much worse, thanks to that stupid invincible enemy that chases you through a significant portion of one of the final chapters. Contrast that with the fairly quiet end of the first game, where the planet is more about tying up the story than throwing waves and waves of enemies at you.

  2. Basically, it comes down to this: the Ishimura >>>>>> the Sprawl. A lot more thought clearly went into the environment design the first time around - the first game was full of amazingly atmospheric, future-industrial environments in the vein of the ship design from the first Alien movie. Not only that, but you had to move back and forth through the ship, troubleshooting various problems like the engineer you are (playing), so that by the end of the game, you knew that ship inside and out, and it felt like a real place. The Sprawl, on the other hand, consisted of a ton of copy-paste set pieces (how many times did I have to fight my way through one of those damn apartment plazas with a marker monument in the middle?), a single linear path along which you always move forward such that they didn't even need to include an in-game map system, just a light trail to the next objective, much less problem solving, and "atmosphere" solely in the form of making you fight in near-darkness (the first game did this occasionally, the second positively leaned on it).

    Quote Originally Posted by Gohron View Post
    I like doing stuff with animals and kids

  3. Quote Originally Posted by Bacon McShig View Post
    Black Rock's a big loss. I got Split/Second for a tenner on Black Friday, and am enjoying the hell out of it. Pure was great, too.
    Definitely. I got Split/Second and loved it. Just got it too late so online wasn't relevant unfortunately.

  4. Bizarre is one that stings since they made consistently great games for a decade. PGR1-4, The Club, Fur Fighters, MSR, Geometry Wars - that's a lineup any developer should be proud of.

    But they got into a bad position with PGR4 & The Club bombing. Then they released two poor and poor-selling games for Activision. It just shows you that the margin for error in this industry is razor thin.

  5. Quote Originally Posted by bVork View Post
    It is the difference in pacing that really set the two apart for me.
    Quote Originally Posted by The Gas View Post
    Basically, it comes down to this: the Ishimura >>>>>> the Sprawl.
    I can't comment on some of that since I haven't finished Dead Space 2, I just wanted to mention that I don't buy the bit about knowing the ship inside out in Dead Space 1. While a few of the paths had you reusing old elevators, 95% of the game was taking place in new areas, always moving forward. I mean, hell, you take a one-way tram ride at the end of each chapter. I don't even mean this as a negative, I'm just saying that the game you're really thinking of is System Shock 2.

    And on that note, I honestly didn't remember that Dead Space 1 had a map in the first place. Because unlike System Shock 2 which absolutely required a map, both Dead Space games are almost entirely linear and the blue line is more than enough.

    And while I really liked that Dead Space 1 LOOKED like a System Shock sequel or an Alien homage, I was also happy to see some very atypical sci-fi areas in Dead Space 2 (the mall church, and kindergarten for example). I suppose I didn't play enough to notice much copy/paste action.

    I couldn't care less about the story in either game and the whole GO FIX THIS SHIT ISSAC was pretty lame to begin with so the plot differences were a non-issue.
    Last edited by epmode; 05 Dec 2011 at 03:36 PM.

  6. Quote Originally Posted by epmode View Post
    And on that note, I honestly didn't remember that Dead Space 1 had a map in the first place. Because unlike System Shock 2 which absolutely required a map, both Dead Space games are almost entirely linear and the blue line is more than enough.
    Exactly. I'm almost done with my first playthrough of Dead Space and I think I looked at the map once at the very beginning, saw it was kind of a 3D clusterfuck, and then used the blue line for the rest of the game and never needed or bothered with it ever again. I think the only time the game hasn't been 100% linear was when I was killing the aliens that secreted unbreathable gas and I could chose what order to kill them in, which is almost as non-linear as your average Mega Man game.

  7. Dead Space is nothing like System Shock 2 (which I didn't even like, so I'm not being some nerd fanboy here).

    Dead Space's closest relative actually is Doom 3. I know that hurts Dead Space fans, but deep down they know it is true.

  8. Quote Originally Posted by Diff-chan View Post
    Dead Space is nothing like System Shock 2 (which I didn't even like, so I'm not being some nerd fanboy here).
    I agree that it plays nothing like SS2 but it sure as hell looks like a System Shock sequel.

    As a game, it's far closer to Resident Evil 4 than Doom 3.

  9. RE4 in control, Doom 3 in repetitive hallways, unnecessary padding, and monster closets.

  10. I have always thought that EA was working on SS3 and scrapped the idea to make a more straightforward (SS2 is pretty straightforward as it is, I guess) game and out came Dead Space. A tiny bit of superficial customization (your guns, suit) on a large, quiet vessel in space collecting logs...

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