Dead Space 3 demo available for 360 and PS3

Whoa! Easy on the meds there, man. I honestly found it okay. If they took the enemies out, that whole thing would have been boring. Heck, even with the enemies, it wasn't that big of a deal. Just spam Stasis at the enemies and at the drill and shoot. If you run low on life, the enemies drop a ton of ammo and health packs.
To be fair the demo was on normal and that is easy as hell. Now on Zealot when a single hit from an enemy can take away half your life, yeah I could imagine this could be a little annoying. That whole section was just designed with coop in mind IMO. One guy shots the drill and the other one keeps the enemies away from his partner.
If this has achievements tied to multiplayer I will get this used many months later for dirt cheap.
There is no competitive multiplayer, just coop.
 
Whoa! Easy on the meds there, man. I honestly found it okay. If they took the enemies out, that whole thing would have been boring. Heck, even with the enemies, it wasn't that big of a deal. Just spam Stasis at the enemies and at the drill and shoot. If you run low on life, the enemies drop a ton of ammo and health packs.

Plus use the Force Gun/Pulse Rifle. Makes everything so much easier, especially since the enemy A.I. isn't too aggressive when playing solo and on normal.
 
Was about to suggest that as the situation.

To clarify on the save structure of the game as there still seems to be some confusion, it is all auto saves. So when you start hardcore, the saves are unchanged. In this way, players can leave the game and come back whenever they need to, instead of requiring them to spend several hours at a time. The catch is that once you die, the game resets that save data, a concept that which those who have played ZombiU are familiar with.

So while the player has been given more flexibility as far as how they play on hard core, the player has also been knocked down a notch with the threat of perma-death and less forgiving of ill-preparation.

Someone is probably going to do the thread equivalent of firing a rotten cabbage at my head, but what I was going for all along was the feeling you get from playing Diablo on Hardcore. It feels very survival-y, one wrong mouse click and you're slamming the keyboard.

We messed it up on Dead Space 2 due to technical issues that I don't remember right now but I think a lot of it had to do with us starting it really late. It ended up working out on DS2 because it was unique, some of our best players in the office really had fun clearing it.

On DS3 once again because of technical considerations it won't be exactly what I wanted. I think it is more friendly to players this time just based on what I observed during testing.
 
I agree, but I find it immersion breaking when I'm playing a single player game to have microtransactions pushed on me from in-game. It completely reveals the "man behind the curtain" as it were.

Aside from it possibly being in the pause menu, the game does not push the micro option on you. You sort of have to work at it, as it only appears when you try to craft an item that you don't have enough resources for. They have the inventory number and color code it after all to help you out with the math.

In that case, aren't you already breaking immersion by trying to do something you can't?

However, that's based on what folks who played the first few hours came across. For all I know, they missed the a huge neon bill board that pops up next to the bench that advertises the feature.
 
To be fair the demo was on normal and that is easy as hell. Now on Zealot when a single hit from an enemy can take away half your life, yeah I could imagine this could be a little annoying. That whole section was just designed with coop in mind IMO. One guy shots the drill and the other one keeps the enemies away from his partner.

I don't think that's a good thing. The minute the game becomes reliant on coop to be able to advance to the next stage is the minute when it stops working for the single player. The section should be doable with or without a partner (either by reduction in enemy numbers/difficulty or something else). Otherwise people's concern about how the coop messing things up for single player is very justified.

I don't think we should make fun of people who find the game hard even on normal either. The biggest complaint DS2 received was the spike in difficulty around Chapter 13 and up (starting with the Red Room) where enemies were basically thrown at you non-stop and in unrelenting manner. You can find people voicing their unhappiness at the gang-bang scenarios in the DS2 OT. One would hope that Visceral took note and keep that in mind while creating DS3.

I find that these days developers keep trying to create the most hardcore experience ever but they often forget that the game should still be fun. You don't want a repeat of AC3 final sequence where you end up having to patch down the difficulty because many people complained about it.
 
I don't think that's a good thing. The minute the game becomes reliant on coop to be able to advance to the next stage is the minute when it stops working for the single player. The section should be doable with or without a partner (either by reduction in enemy numbers/difficulty or something else). Otherwise people's concern about how the coop messing things up for single player is very justified.

I don't think we should make fun of people who find the game hard even on normal. The biggest complaint DS2 received was the spike in difficulty around Chapter 13 and up (starting with the Red Room) where enemies were basically thrown at you non-stop and in unrelenting manner. You can find people voicing their unhappiness at the gang-bang scenarios in the DS2 OT. One would hope that Visceral took note and keep that in mind while creating DS3.

I find that these days developers keep trying to create the most hardcore experience ever but they often forget that the game should still be fun. You don't want a repeat of AC3 final sequence where you end up having to patch down the difficulty because many people complained about it.

There is definitely a balance that is needed, and people shouldn't be put down for having difficulty with a game.

However, that's why there are difficulty modes, co-op, and all of the options within the game with the crafting system, stasis, and kinesis. The player has to use the tools they are offered to make it work for them.

Some sequences are going to be harder than others, but keep in mind that this was a build from E3. There's been a lot of time for QA. It's still going to be difficult, but DS games have always been polished experiences. Even the infamous run mentioned in DS2 was far from impossible (easy once you realize you can just plow through it with minimum stasis, FG), just very startling the first time playing.

The drill sequence is the same. The first time, you're overwhelmed and disoriented, with all these noises and movement all over the place from the drill and necros. So you panic, and that's the point. Yet you go through again, and realize you can easily go back and forth between the two groups using a combination of stasis and the force gun/pulse rifle and not even be touched (did that on my second play). Higher difficulties will be rougher, but by that point the player should have built up their upgrades from previous playthroughs if they have trouble with the difficult modes.

But I agree that Dead Space 3 needs to be a solo experience first, with co-op and its balance as an additive measure.
 
Someone is probably going to do the thread equivalent of firing a rotten cabbage at my head, but what I was going for all along was the feeling you get from playing Diablo on Hardcore. It feels very survival-y, one wrong mouse click and you're slamming the keyboard.

We messed it up on Dead Space 2 due to technical issues that I don't remember right now but I think a lot of it had to do with us starting it really late. It ended up working out on DS2 because it was unique, some of our best players in the office really had fun clearing it.

On DS3 once again because of technical considerations it won't be exactly what I wanted. I think it is more friendly to players this time just based on what I observed during testing.

It's difficult because on one hand you have consumers in one corner screaming for a bigger challenge and feel like their against all odds, while in another corner you have consumers who want to be able to do anything and everything with the most minimal effort. While there is plenty of those in the middle, you still have to keep those extremes in mind, which can be difficult.

However, modes like Hardcore and Pure Survival aren't for everyone. That's why there is a wide range of difficulty modes, where it looks like most of the bases have been covered. Sure, they can be accomplished (at least I very well hope so), but not everyone is going to, and many who do won't get it right on the first-go. What's important is that you have a solid foundation of an experience for everyone to enjoy, and then you branch off with options to satisfy different demos.

With that said, that intention for the mode is bound to satisfy a lot of people, even though others can't understand it.
 
I think it is very interesting what you guys are saying about the hardcore mode. Could you share some details on how it was supposed to work if you didn't have these technical difficulties?
 
Just a hunch, but I think you might like this achievement/trophy:

Drill Sergeant (30 points):
Complete the Drill Room without taking any damage.

punch.gif
 
Gave the demo a go with a friend, not sure what I think yet, something felt off but I'm gonna play through again on my own before making up my mind.

Still, I really hope you guys haven't screwed up Dead Space, I loved DS1 & 2, the novels and generally the universe you guys have built; and after having Mass Effect 3 punch me in the face with my own fandom with that ending I find myself very weary of 3rd title release in a series like this, especially from EA.

Just a hunch, but I think you might like this achievement/trophy:

Drill Sergeant (30 points):
Complete the Drill Room without taking any damage.

Hah, got a good chuckle out of me.
 
Just finished the demo.

And yes, THAT part is gonna be a goddamn bitch in Zealot and above.

Other than that, I did like the demo, I thought the "covering" was going to be a snap in/out thing but it works well to just crouch behind stuff.

I missed the "oomph" of firing the weapons against the enemies, it felt very soft and almost "Walking Dead" quality.

About the setting, there's something scary about being stranded in a far away place in extreme conditions like that. Played it alone and it does feel like the previous ones. Co-op is definitely optional, but I suppose people are still angry about the option existing at all.

Fuck that achievement/trophy. Seriously.
 
Something that also impressed me was the graphics. You guys did a really good job. Minimal aliasing, no tearing etc. That is actually the best presentation of Frostbite 2 on consoles. I was a little worried about the engine change before because FB2 just sucks on consoles, but here you really made it work.
 
Something that also impressed me was the graphics. You guys did a really good job. Minimal aliasing, no tearing etc. That is actually the best presentation of Frostbite 2 on consoles. I was a little worried about the engine change before because FB2 just sucks on consoles, but here you really made it work.
I don't think it's running on Frostbite 2.

There were some rumors but it turned out Visceral was using it for the new Army of Two.
 
Something that also impressed me was the graphics. You guys did a really good job. Minimal aliasing, no tearing etc. That is actually the best presentation of Frostbite 2 on consoles. I was a little worried about the engine change before because FB2 just sucks on consoles, but here you really made it work.

Dead Space 3 is still on the "Visceral Engine" that the previous two were. The rumour that they were changing was wrong and I imagine wont be happening till their next-gen development starts.
 
Demo felt pretty "meh".

I didn't like how fast everything felt now as I preferred the slower pace & controls of DS1, 2. I figure I'll hold off for reviews this time instead of preordering like I did the last two. :\
Edit: Would also like to say that the game looks very nice.
 
I don't think it's running on Frostbite 2.

There were some rumors but it turned out Visceral was using it for the new Army of Two.

Dead Space 3 is still on the "Visceral Engine" that the previous two were. The rumour that they were changing was wrong and I imagine wont be happening till their next-gen development starts.

Got you.

Thanks for the info. I was still under the impression this was on FB2.
 
Oh the irony. I've waited so long for Aliens Colonial Marines yet Dead Space 3 a series heavily inspired by Aliens comes out a week earlier and looks and plays better in everyway.
 
After watching a few recent previews, my faith has been totally restored in this game. The demo left a bad taste in my mouth, and I think it was a questionable choice for a "Dead Space" demo. That little section played more like Lost Planet or GoW.

A lot of previews are saying that there is plenty of variety the environments, which is great to hear. There looks to be loads of areas that have that classic Dead Space feel. I'm fine with a little bit of action, as long as the formula that made Dead Space so great is still there. I think the demo was a poor representation of the game.
 
I downloaded and played the demo last night, and this is definitely the sequel to DS2, if nothing else. I'll post more detailed thoughts later, but it looks to be repeating and even compounding a lot of DS2's bad design choices. It's going to be irratating as hell if all the enemies rush at you throughout the game, which feels cheap and out of synch with the series mechanics imo. Also, this more or less the E3 demo, right? Seems kinda buggy and unpolished, and the textures are pretty inconsistent. Hopefully that's all stuff smoothed out before release.

On a more positive note, the environment with the monolithic remains in the background and dense rolling clouds bathed in warm sunset colors was pretty damn amazing. Even if the gameplay is a bust the game will undoubtedly be nice eye candy.
 
Eh, I'm not sure how I feel. I haven't played DS2 yet, but DS3's demo is extremely linear (I guess by design for the demo/intro?) and I'm not really feeling the crafting system and since my NAT is type 3, I can't connect to friends to try the online co-op (I gotta fix that this weekend, I guess).

And I really don't like that they copied Capcom with Bio4-5's "shooting enemies that shoot at you" type of enemies. I was fine with Necromorphs. I don't need dumbed down shooting AI shooting at me. D:
 
Eh, I'm not sure how I feel. I haven't played DS2 yet, but DS3's demo is extremely linear (I guess by design for the demo/intro?) and I'm not really feeling the crafting system and since my NAT is type 3, I can't connect to friends to try the online co-op (I gotta fix that this weekend, I guess).

And I really don't like that they copied Capcom with Bio4-5's "shooting enemies that shoot at you" type of enemies. I was fine with Necromorphs. I don't need dumbed down shooting AI shooting at me. D:
That was another thing I noticed. Besides the cover mechanics being clunky and feeling shoehorned into a system that was pretty spot on by itself the AI seems almost comically bad. Don't ask me why we're headshotting human enemies in a franchise that differentiated itself from the pack with strategic dismemberment, but apparently it requires dumb as bricks enemies to match the cardboard mechanics of using cover.
 
yeah......thats not optimization fella. Those are some standard inclusions in PC software (excluding the infamous Durante fix of course).

These days I want high res. textures and dx11 tessellation-at a minimum for PC

It's not optimization but it's objectively better than the console version. Yet because the PC version doesn't live up to an arbitrary standard you're going to choose the objectively worse version?

Do you plan to resell the game? That's the only rational justification for the choice you appear to be making.
 
Didn't care for the demo at all, I was really disappointed seeing as how I loved Dead Space 1 and 2. Will probably skip this or wait for it to drop down to $20.
 
I'm down with the new universal ammo system. I only used the plasma cutter in previous games so all that extra ammo got converted to currency. And since there's a scrap system in place everything still works out fine.
 
Didn't care for the demo at all, I was really disappointed seeing as how I loved Dead Space 1 and 2. Will probably skip this or wait for it to drop down to $20.

If you liked the previous games please check out the upcoming preview footage and reviews. There is a lot more to the game than this short demo.
 
Requested a night off so I can go to the midnight launch. Also have it preordered on PSN. Also preordered the new novel, the Art of Dead Space book, and the new comic.

Hey codecow, any word on a new NECA figure? I'd love to see a Carver one, or a new necro.
 
Requested a night off so I can go to the midnight launch. Also have it preordered on PSN. Also preordered the new novel, the Art of Dead Space book, and the new comic.

Hey codecow, any word on a new NECA figure? I'd love to see a Carver one, or a new necro.

I have to get the Art of Dead Space, but I ordered the new novel. New comic's next month, right?

They released (will release?) this figure:

Dead-Space-3-Isaac-Clarke-ARTFX-Statue-Dark.jpg
 
Tried the Demo and I have no words to describe how bad it was.

Such a pitty to have witnessed the degeneration of this series in 2 games.

From the magnificent game the original was, to this generic and pointless aberration.

A trully disgrace.
 
I'm feeling the graphics and the general Dead Space atmosphere.

I'm not feeling the crafting at all and the resource/ammo management is bad. Very bad.

Oh well, we got two amazing games at least if 3 ends up being bad. It smells so much of focus group testing.
 
I really liked the demo myself and, in fact, loved the setting. Being stranded on an abandoned ice planet is somehow more interesting to me than the previous locales in the series. This seems to be shaping up nicely.

DS3 looks incredibly blurry.

I guess PC games have spoiled me.
Yet, it's very smooth around the edges.

At least on PS3, the blurriness comes from the 1080p upscaling that they use by default. I actually prefer it to the first two games as it gives it a very soft but clean looking image.
 
I really liked the demo myself and, in fact, loved the setting. Being stranded on an abandoned ice planet is somehow more interesting to me than the previous locales in the series. This seems to be shaping up nicely.


Yet, it's very smooth around the edges.

At least on PS3, the blurriness comes from the 1080p upscaling that they use by default. I actually prefer it to the first two games as it gives it a very soft but clean looking image.

Graphically it doesn't look too bad, although I'd prefer 1080p for obvious reasons. I truly hope 1080p is standard next-gen.
 
I really liked the demo myself and, in fact, loved the setting. Being stranded on an abandoned ice planet is somehow more interesting to me than the previous locales in the series. This seems to be shaping up nicely.


Yet, it's very smooth around the edges.

At least on PS3, the blurriness comes from the 1080p upscaling that they use by default. I actually prefer it to the first two games as it gives it a very soft but clean looking image.

I still prefer a lot this. The first two games are incredibly flat & bland graphically. The drill part, wow, fantastic particle effects, seems next generation to me. Jeez I love so much Frostbite 2, I can't imagine what could been Mass Effect indeed the horrible UE3.
 
Oh well, we got two amazing games at least if 3 ends up being bad. It smells so much of focus group testing.
There definitely seems to be a shift towards the lowest common denominator. Not sure if it's the result of focus testing or just out and out bad taste. It's frustrating though, because as derivative as the first one was in some regards (Alien×RE4 ×The Thing, etc), it cherry picked from the best influences, and integrated them in a way that was smart and novel. We never got to see how much of an audience the series could sustain in its original form because right off the bat the sequel doubled down on tropes the first one made it's impact by avoiding. It stings doubly because the visual/audio elements and mechanics that are done well are often downright amazing, just buried under countless layers of hamfisted presentation and overbearing combat scenarios that dilute the potency of the core experience.

And it's not as though the combat is so much difficult, as is often mentioned in its defense, as it is tedious. It seems less and less about enemy placement and more and more about how much shit is thrown at you at once. Crowd management alone quickly becomes a one note act, where a little variety could go a long way. And I think there's a lot of room for variety built into little context specific self encapsulated segments, but instead of unique interactions QTE's prop the presentation up like a crutch. It's too bad that the turret section in the first game took so much heat, because imperfect as it was I think the underlying concept of sprinkling in some minigame-like sequences was a sound one. Certainly a hell of a lot better than holding up on the analog and mashing the action button while the game throws whizz bang action sequences in your face, as Issac grunts and swears.
 
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