By the way, thanks for not putting the demo in the PC. It's much appreciated.
It would be nice to get some official PC requirements.
By the way, thanks for not putting the demo in the PC. It's much appreciated.
It would be nice to get some official PC requirements.
deadspace 1 ran at like 60-90fps on a single 8800gt. I think we will be fine.
Could I have a code?100% (for a limited number of people).
It'll be interesting to see how this game further expands the Dementia, especially now that there are 2 main characters together now.100% (for a limited number of people).
My worry would be a lack of proper optimization.
My worry would be a lack of proper optimization.
Does anyone know if Dead Space 3 continues the story of the marker and unitology? Or is it a whole new "chapter"?
codecow I wouldn't spend PR time trying to convince the pessimist, most people see a few changes and assume the worse(some people don't like change). I have no doubts that DS3 will retain all the great aspects and atmosphere in what made DS1 and DS2 so great while adding a few changes here and there to help keep things fresh, which contrary to the mass consensus is never a bad thing.
My worry would be a lack of proper optimization.
Is there any reason for this? Namely, why so many game demos simply start in the middle of the game with little context or with just seemingly custom made stuff for the demo? I'd guess its to better show off certain gameplay mechanics, which makes sense. But outside of maybe the demo for Arkham Asylum back in the day, I always find myself more engaged by demos that simply start at the beginning of the game and let you play for a little bit of time. It feels a bit more honest that way in terms of having a demo that I can judge as a means of feeling out if I want to buy this game or not. Kind of like how the past couple Batman movies had the IMAX prologues in theaters which was basically the first 10 minutes or so of the movie- those are great for hype since they give you some context of everything thats happening.
Demos that just start in the middle with little context of whats going on rarely get me enthusiastic about a game unless the gameplay is just incredible or there is some other incredible feature at play (like maybe the demos for Arkham Asylum or Just Cause 2).
I think if you go back to threads on DS2 I might have posted this exact same type of note. As for the DS1 demo, yeah, that sucked. It was one room. In that case there was confusion where we thought we weren't going to do one, then at the last second we had to, and it was all we could do in that amount of time. Our bad.
Typically because the needs of the beginning of a game and the needs of a demo are very different. Think of the first level of DS2 (which I was a big part of and really liked how it turned out). That would've been a terrible demo. 45 minutes long. You don't even get a weapon until 20 minutes in. Only 1 or 2 enemy types, and you don't look anything like what's on the box.
Demos are for people who have not played the game or any previous ones. You want to get a little bit of everything in there, in a relatively short amount of time. A few different weapons, an "epic moment", some enemy variety, etc.
Since they haven't invested anything (like their hard earned money), people are MUCH less likely to hang with a game demo. It needs to grab them or they'll move on to something they know they like already. So we choose a "grabby" section and make it even grabbier.
Horror, especially, demos really poorly. You don't really care about your life, since you know this isn't your real play-thru, and there's no time to properly pace it with set-up/dread/payoff. It's always been a tricky thing with this series and why our demos tend to be more shootbang than the actual title. Also, true horror fans tend to be a lot more hardcore, and get their info and opinions from a lot of sources, and probably know about DS3 already. So making a demo tailored for them is preaching to the choir a bit, and its hard to do in a demo anyway.
I think if you go back to threads on DS2 I might have posted this exact same type of note. As for the DS1 demo, yeah, that sucked. It was one room. In that case there was confusion where we thought we weren't going to do one, then at the last second we had to, and it was all we could do in that amount of time. Our bad.
I am out of codes, I will try to get some more.
I am out of codes, I will try to get some more.
Oh I had no such illusions about the GAF response to the demo content. I read posts here every day for games I am interested in as well as games that I work on and I also play games, a lot, and have done for 30 years. If I can't predict the GAF response by now I should probably go work on browsers or something.
What I do hope is some folks who maybe avoided Dead Space in the past try out this demo with a friend and maybe decide to pick up the game.
It runs great even on really bad systems, if you're playing any recent stuff at a reasonable framerate you will be good to go.
100% (for a limited number of people).
I'd like a code as well for the 360.
thanks a bunch
Horror, especially, demos really poorly. You don't really care about your life, since you know this isn't your real play-thru, and there's no time to properly pace it with set-up/dread/payoff.
I understand, but even going beyond Dead Space to other sequel games that have fans of a given franchise uneasy over perceived shifts in direction (I'm thinking Dragon Age, to name one), don't you think a demo would be important to calm those people's nerves too? Especially since those more "hardcore" people might be the types to proselytize the game to their friends? Its just frustrating with games like Dead Space where you maybe see some info that is disconcerting and then play a demo that almost seems intent on feeding those concerns more than putting them to rest (mind you I haven't played the demo yet, so I'm just talking generally).Also, true horror fans tend to be a lot more hardcore, and get their info and opinions from a lot of sources, and probably know about DS3 already. So making a demo tailored for them is preaching to the choir a bit, and its hard to do in a demo anyway.
I understand, but even going beyond Dead Space to other sequel games that have fans of a given franchise uneasy over perceived shifts in direction (I'm thinking Dragon Age, to name one), don't you think a demo would be important to calm those people's nerves too? Especially since those more "hardcore" people might be the types to proselytize the game to their friends? Its just frustrating with games like Dead Space where you maybe see some info that is disconcerting and then play a demo that almost seems intent on feeding those concerns more than putting them to rest (mind you I haven't played the demo yet, so I'm just talking generally).
Amnesia: The Dark Descent.
Awesome demo that sold me on that game and I think is basically the beginning of the game through the end of the water part. Which is awesome. And terrifying.
It runs great even on really bad systems, if you're playing any recent stuff at a reasonable framerate you will be good to go.
Typically because the needs of the beginning of a game and the needs of a demo are very different. Think of the first level of DS2 (which I was a big part of and really liked how it turned out). That would've been a terrible demo. 45 minutes long. You don't even get a weapon until 20 minutes in. Only 1 or 2 enemy types, and you don't look anything like what's on the box.
Demos are for people who have not played the game or any previous ones. You want to get a little bit of everything in there, in a relatively short amount of time. A few different weapons, an "epic moment", some enemy variety, etc.
Since they haven't invested anything (like their hard earned money), people are MUCH less likely to hang with a game demo. It needs to grab them or they'll move on to something they know they like already. So we choose a "grabby" section and make it even grabbier.
Horror, especially, demos really poorly. You don't really care about your life, since you know this isn't your real play-thru, and there's no time to properly pace it with set-up/dread/payoff. It's always been a tricky thing with this series and why our demos tend to be more shootbang than the actual title. Also, true horror fans tend to be a lot more hardcore, and get their info and opinions from a lot of sources, and probably know about DS3 already. So making a demo tailored for them is preaching to the choir a bit, and its hard to do in a demo anyway.
I think if you go back to threads on DS2 I might have posted this exact same type of note. As for the DS1 demo, yeah, that sucked. It was one room. In that case there was confusion where we thought we weren't going to do one, then at the last second we had to, and it was all we could do in that amount of time. Our bad.
Finished the demo earlier today. I thought it was good, but parts of it felt like a step down from Dead Space 2; such as how far away the camera was, and oddly enough the stomping mechanic. Other things that I didn't like implemented were the very basic cover system and the human enemies. Otherwise it was gorgeous and fun to play, haven't yet checked out it's co-op function.
The fact that we have codecow from Visceral and MonkeyPants from EA jumping in this thread means they know some -- or most -- of the complaints GAF has with the series. Time will tell if they made the right call on DS3.