Opus Angelorum
Member
canadian crowe said:Chapter 8 is sheer terror.
Agree, it's the first Chapter I've had to take a break from.
canadian crowe said:Chapter 8 is sheer terror.
Zeliard said:I like the new "stomp the loot out of enemies" mechanic, especially since the stomping feels so good. One time I was enraged at a difficult set of enemies I had just barely killed and stomped the shit out of them afterwards, and after the final stomp Isaac just screamed "motherfucker!"
It was both appropriate and therapeutic.
quinntendopower said:the combat isn't really like the first game. there isn't any balance anymore. enemies are too fast and they didn't compensate isaac into that equation.
the first time you could make decisions and move from room to room, enemies would use the vents to chase you, building some suspense as to "where the fuck did he go!?".
now you run halfway into the room, hear the vents explode and it's doom 3 all over again. just about every single encounter is just waves and waves of enemies that appear and move so quickly you don't have time or the speed to move anywhere else, or even need to for that matter because you can just pick up the ammo from the bodies that are racking up at your feet.
why not slow things down a bit and let you fight enemies with a brute? the brutes end up being a total stasis time warp and it doesn't even have a chance. instead of being creative with the combat scenarios they just pile on enemy after enemy. the only fights i enjoyed were the ostrich guys who stick their heads out, those enemies are awesome!
dead space has SO much potential, i am just annoyed we end up with a dumbed down version of a game packed with tons of cheap thrills and a tacked on throw away multiplayer. time to play RE4 again.
I disagree. In DS1, the psychological terror felt more subtle, and therefore better. For example, there were copious amounts of vents that the Necros could've come from, but more often than not, they didn't. The fear was in expecting them to pop out. DS2 ending spoiler:Zeliard said:DS2 racks up the psychological horror element significantly more than the first game, mixing it up with jump scares (which it actually does with a bit of class). These games don't approach Amnesia in the horror/fear realm (very little does), but the second does a much better job of it than the first. I didn't think the first was remotely scary but this one feels slightly more unnerving.
Revolutionary said:I disagree. In DS1, the psychological terror felt more subtle, and therefore better. For example, there were copious amounts of vents that the Necros could've come from, but more often than not, they didn't. The fear was in expecting them to pop out. DS2 ending spoiler:.this is the exact reason why I absolutely loved DS2's ending: expecting the jump scare from the first game's ending, only to be greeted with a "..what?" because you got all hyped up and scared for nothing
However, in DS2, just about every vent can (and probably will) turn into a jump scare as you cross them, sometimes even hitting you, or even worse, automatically grabbing you and putting you into a QTE. Not only is that a cheap scare, but it's a cheap hit.
Also, the shining moments of horror () in DS2 are almost ruined by the loud noises accompanying them, designed to startle you rather than unnerve you. Again, though, I did appreciate what they were going for.Nicole hallucinations
I'm far from an expert of horror, but I'm from the camp that prefers more subtle horror, rather than copious amounts of jump scares like recent horror flicks.
EDIT: Dead Space = Alien, Dead Space 2 = Aliens is a perfect analogy. Props to whoever thought that one up. :lol
I'm not disagreeing with the sound design being top notch (I only played at night and with my sound system cranked up - I know how good it is as well!). I'm disagreeing that the psychological horror is more/better than what was found in Dead Space 1. It's essentially the same kind of stuff going on, sans Twinkle Twinkle Little Star.Speedymanic said:DS2 does have a lot of subtle horror, it's mostly left to the sound but having played this with 5.1 headphones I can safely say the ambient sound when you walking around the Sprawl has unsettled me a helluva more than any of the jump scares.
NotTheGuyYouKill said:If DS2 is the Aliens to DS1's Alien, I hope to God they don't use Alien 3 as a reference point for DS3.
Respect++codecow said:Lol I liked that movie.
Dascu said:Respect++
Alien³ rocked and is vastly underrated.
X-Frame said:Is it highly recommended to play the first game before playing this one or nah?
Yes, it is. 'Cept for the weaker CG.brandonh83 said:The Alien 3 director's cut is way better.
I would. The first is really good and you'd be pretty lost on a lot of the backstory without having played the first.X-Frame said:Is it highly recommended to play the first game before playing this one or nah?
DevelopmentArrested said:The people who play multiplayer are fucking idiots. They NEVER go for the goals just want to kill kill kill. Ugh.
X-Frame said:Is it highly recommended to play the first game before playing this one or nah?
DevelopmentArrested said:The people who play multiplayer are fucking idiots. They NEVER go for the goals just want to kill kill kill. Ugh.
Dascu said:Respect++
Alien³ rocked and is vastly underrated.
Revolutionary said:I disagree. In DS1, the psychological terror felt more subtle, and therefore better. For example, there were copious amounts of vents that the Necros could've come from, but more often than not, they didn't. The fear was in expecting them to pop out.
Eurogamer said:Some games elicit fear in their player through ambience: the hollow grumble of a cello, a mortal cry for help daubed in blood on a wall, a rocking horse swaying in an unfamiliar breeze as an unseen child sings a nursery rhyme.
Other games engender fear through brute shocks: sudden power failures that rob you of a sense, floorboards which give way in showers of splinters, monsters who burst through walls you had ticked off as safe in your subconscious.
Then there are those games which unsettle the player by restraining their reach into the world. There's a limit to the amount of ammunition or health packs which can be carried at any given time. Save points are spread out between long tightropes of danger. Walls close in, creating a sense of claustrophobia and panic when trying to line up a headshot in a confined space.
Dead Space 2 does all of this.
It's weird isn't it?Y2Kev said:I'm surprised at how uneven the game is in parts. One of the things I liked most about Dead Space was how incredibly smooth the entire gameplay experience was (but most people complained about the asteroid shooting). Here I'm hitting what I would consider some abnormally difficult sections even on regular difficulty. There are parts of Chapter 6 and 7 that I feel are much harder than anything in their immediate companies.
Y2Kev said:I'm surprised at how uneven the game is in parts. One of the things I liked most about Dead Space was how incredibly smooth the entire gameplay experience was (but most people complained about the asteroid shooting). Here I'm hitting what I would consider some abnormally difficult sections even on regular difficulty. There are parts of Chapter 6 and 7 that I feel are much harder than anything in their immediate companies.
I NEED SCISSORS said:Installing it now. How well does the game run on PC compared with DS1?
I can't stop stomping. I have to stomp everything I see.Zeliard said:I wonder if some people are having more difficulty because they don't realize you can stomp corpses for ammo (and pretty consistently at that). I know the game tells you to stomp the green boxes for loot, but I don't know if they mention corpses.
ashbash159 said:I can't stop stomping. I have to stomp everything I see.
ashbash159 said:I can't stop stomping. I have to stomp everything I see.
Again, that was just one example of what I was referring to. Tension essentially is a form of psychological terror - the anticipation and fear of something appearing.Zeliard said:What you're doing here is basically describing jump scares. Being able to anticipate jump scares or not doesn't qualify as "psychological horror," at least not the way I'm describing it, but rather a sense of tension. Yet monsters jumping out of vents or not was the entirety of Dead Space's attempt at evoking fear, and that's precisely why it failed for me. The game was more successful at evoking tension than fear, but that didn't have nearly as much to the horror elements as it simply did the nature of the gameplay.
See, I had the exact opposite experience with resources - scarce in DS1, plentiful in DS2. The fact that you can essentially grind the randomly-spawning enemies for their loot and then sell it to rack up resources completely negated the tension of only having a limited amount to work with in DS1 (IIRC, damn near all encounters were scripted). By the time I was done with my Survivalist run, I had at least 20 Medium Health Packs and 200 Plasma rounds (Plasma Cutter FTW).In my opinion, the first game only really successfully did, or even attempted, #2. I never ran into ammo issues (quite the opposite), and non-shock scares were very few and far between
Zeliard said:I wonder if some people are having more difficulty because they don't realize you can stomp corpses for ammo (and pretty consistently at that). I know the game tells you to stomp the green boxes for loot, but I don't know if they mention corpses.
JRW said:Does that mag say Interstellar Snort?