Dead Space 3 demo available for 360 and PS3

I'm afraid to buy it because EA games drop in price like stones...and also because I heard a rumor it might get a next gen version.

I'm not going to say "never", because maybe EA would tell us to later, but as of right now there is no "next gen" version planned.
 
Finally got around to the demo. Everything seemed fine, but the new weapons (at least with the current levels of damage) make everything seem a bit odd.

I'm probably out of practice, but it seemed much harder with the new plasma cutter to really strategically freeze the advancing necromorphs in order to take control of the situation. And the new gun, while useful for its kinetic second function to blowback things, didn't really seem satisfying, though it worked pretty well after using a few weapon chip-mods to boost damage.

I did see specs for the Line gun, the sniper rifle-like wep as well as a force gun-focusing beam and others in the blueprints, so I'm sure with all of the weapon parts the weapon "sandbox" will start opening up again, but it will take some getting used to.

Also, do the suits no longer have functions like halving stasis recharge or specific weapon boosts, or did I just miss it in the demo? I saw the return of buying armor for suits, which was really cool, but didn't actually see the differences between levels displayed on the actual in-game suit like in DS1 where more armor actually showed up on the engi suit. Admittedly I was playing it before heading out to run errands and was kinda blazing through, but hopefully there's more definition there.

Gonna go replay and try out some different weapons.
 
I was trying not to have a generic opinion on this, but I can't help it: cover and shootouts should have no place in Dead Space and the game feels too safe. I mean, I have no illusions about the franchise and I loved DS2 for what it was: a gory sci-fi shooter with a tense atmosphere (and a survival shooter in the hardest difficulties), and the demo shows that it's all still very solid and functional, but it feels like more of the same. I'm not sure how long I can mantain my interest in the series without some sort of major revision to the core design. The weapon crafting stuff is just not enough. As for the enemies, I liked the backward walking tentacles and the new slim zombie baby(?) things (unexpectedly creepy), but again, it's not enough.

More of the same also means that it's a very pretty game, both artistically and graphically and I couldn't help but feel a little nostalgic at those two seconds of Isaac/Ellie interaction, before the drill segment. That, in turn, reminded me that, in spite of all my complaints, I want to see how the story progresses.

The trailer seems to show some possibly interesting situations, so there's that, too.
 
That's the earliest we can do it, so probably. Not sure who is going to be handling this one.

I think NotTheGuyYouKilled is doing it.

Also, I just did co-op for the first time. I wonder if I take those items/parts, does my partner also get it? I don't know the person (random on the net) and we didn't speak so I don't know if he didn't get any.

Co-op also made me realize that I'm better at this demo than I thought I was. He kept getting pummeled by the 1st giant boss and later on during the drill section we had to restart because he died either from the drill or the gang-bang.
 
I think NotTheGuyYouKilled is doing it.

Also, I just did co-op for the first time. I wonder if I take those items/parts, does my partner also get it? I don't know the person (random on the net) and we didn't speak so I don't know if he didn't get any.

Co-op also made me realize that I'm better at this demo than I thought I was. He kept getting pummeled by the 1st giant boss and later on during the drill section we had to restart because he died either from the drill or the gang-bang.

I wondered that as well. Probably best to think of someone you know, or yourself, to be the designated tinkerer. The only thing that gives me pause is then how would you balance players upgrading their rig? So maybe it is shared or people are going to have to hash it out. I'm also wondering if both players can have the same suit. If not, that might explain why the suits, from what we saw in the demo, didn't have any model specific stats.

I've also realized that there's a lot of people who don't know how to effectively play this game. You always stomp/dismember bodies, loot be damned. Kinesis is a fantastic, underused ability. Stasis gets ignored to often. And for the hundredth time, the drill isn't chasing you, so stop thinking your running away when you're actually running right into its random path.
 
I think NotTheGuyYouKilled is doing it.

Also, I just did co-op for the first time. I wonder if I take those items/parts, does my partner also get it? I don't know the person (random on the net) and we didn't speak so I don't know if he didn't get any.

Co-op also made me realize that I'm better at this demo than I thought I was. He kept getting pummeled by the 1st giant boss and later on during the drill section we had to restart because he died either from the drill or the gang-bang.

As far as I could tell for general items you both get one but have to pick them up seperately, so you both see the same items but it doesn't disappear from your side if he picks it up, as for unique items like parts, if either one of you picks it up you both get it regardless.
 
Goddamn, all of the writing on the on screen instructions, or the UI, or whatever it's called, is MUCH too small. I can't read anything this game puts on the screen. Why make the writing that small? Fucking why? Why would they make it super tiny? Fucking WHY?
 
As far as I could tell for general items you both get one but have to pick them up seperately, so you both see the same items but it doesn't disappear from your side if he picks it up, as for unique items like parts, if either one of you picks it up you both get it regardless.

Yea, pretty much this. Me and my friend took some time trying to figure this out, and it does pretty much seem you each get all the pickups, so on coop you do effectively have double the resources. Not sure if there's more enemies on coop to balance that etc.
 
Yea, pretty much this. Me and my friend took some time trying to figure this out, and it does pretty much seem you each get all the pickups, so on coop you do effectively have double the resources. Not sure if there's more enemies on coop to balance that etc.

I don't think that's the case because during the drill session with a co-op partner, for the first time ever I could actually concentrated on shooting the drill without much distraction. Presumably because my partner was shooting at all of the incoming enemies.

When I was playing alone, I constantly got swiped by the F*ckers while trying to shoot the drill to the point I often yelled "Would you quit it?!" It's not even effective at killing me since I upgraded the suit already. So instead it felt like someone slaps the back of your head again and again. It makes your blood boil and want to unleash an atomic bomb that'd wipe out all of them.

In that sense, the drill part is ridiculously annoying when you're playing on your own. And unfortunately that lessens the scare. Because when you're pissed off, the last thing you feel is fear. It also means that the single player experience is slightly undesirable in comparison to co-op when it comes to difficulty.

Goddamn, all of the writing on the on screen instructions, or the UI, or whatever it's called, is MUCH too small. I can't read anything this game puts on the screen. Why make the writing that small? Fucking why? Why would they make it super tiny? Fucking WHY?

Yeah, I also have problem with the font size so now I sit about 5 feet from the TV in my room. And I have 46 inch TV. :/
 
I don't think that's the case because during the drill session with a co-op partner, for the first time ever I could actually concentrated on shooting the drill without much distraction. Presumably because my partner was shooting at all of the incoming enemies.

When I was playing alone, I constantly got swiped by the F*ckers while trying to shoot the drill to the point I often yelled "Would you quit it?!" It's not even effective at killing me since I upgraded the suit already. So instead it felt like someone slaps the back of your head again and again. It makes your blood boil and want to unleash an atomic bomb that'd wipe out all of them.

In that sense, the drill part is ridiculously annoying when you're playing on your own. And unfortunately that lessens the scare. Because when you're pissed off, the last thing you feel is fear. It also means that the single player experience is slightly undesirable in comparison to co-op when it comes to difficulty.

Yea the drill room was just annoying, I wasn't scared, there was no tension, just wanted to take the drill out to suddenly be surrounded by enemies pathetically swiping at me.

I only had to restart that room once because my friend managed to trap himself in the middle of a bunch of enemies as the drill came towards him, the enemy count was annoying regardless of how many I killed on co-op, so I imagine it is more so when alone let alone a harder difficulty.
 
cover and shootouts should have no place in Dead Space
I literally toss'd my controller across the room and shutdown my PS3 once I realized this. I avoided most threads for this game, so I wasn't aware of these changes.

I came back later on to finish up the demo regardless, but I'm very sad at how some aspects of the game slowly turned to shit with each entry. I had so much hope for this IP, dammit!
 
Yea the drill room was just annoying, I wasn't scared, there was no tension, just wanted to take the drill out to suddenly be surrounded by enemies pathetically swiping at me.

I only had to restart that room once because my friend managed to trap himself in the middle of a bunch of enemies as the drill came towards him, the enemy count was annoying regardless of how many I killed on co-op, so I imagine it is more so when alone let alone a harder difficulty.

Yup.The sound design based on the demo was a major let down as well. This demo is neither atmospheric nor scary and I had to smh when it said take cover to shoot human enemies. Your friendly allies have literally the worst AI in the world. All they do is hide behind cover. The enemies do not even recognize them. If this is how the final game is going to be the only consolation it can take is that it will be slightly better than RE6.
 
You know this game feels a little weird... regarding the control.

I played the demo a bit more, and the sticks just feel weird, so I went back and booted up DS2 to make sure I wasn't imagining it.

My memory of DS2 is that the analog control, and character movement, was fantastically smooth. And it is just like I remembered.

Playing the DS3 demo immediately after, uh... something was lost in translation. They introduced a bit of jank somehow. Of course, DS3 still controls better than 95% of other games out there, but it's noticeably more janky than DS2.

If you don't believe me I say go try it for yourself.

edit: Also I have to say this roll animation, yikes. For a game that moves so well, it sticks out like a sore thumb. It serves no useful purpose so I can just pretend it isn't there, but just really surprised to see something like that in a game with otherwise such quality animation.

Yup.The sound design based on the demo was a major let down as well. This demo is neither atmospheric nor scary and I had to smh when it said take cover to shoot human enemies. Your friendly allies have literally the worst AI in the world. All they do is hide behind cover. The enemies do not even recognize them. If this is how the final game is going to be the only consolation it can take is that it will be slightly better than RE6.

Friendly AI is incredibly hard to do. I know this just based on the state of things. Everyone frigging sucks at it. I mean, I encourage you to play through Battlefield 3 single player campaign (no I seriously don't lol) and see some of the most horrid AI ever, especially near the end of the campaign, when it goes from breaking down to just broken. Pretty much every shooter, it's just abysmal. It must just be really really hard to do.

The only exception I can think of is Naughty Dog. They got better and better with Uncharted, and what they've show with TLoU looks like black magic... wizardry. Though we'll soon see how much of that was smoke and mirrors. Then again, what Ive read over the years from random devs speaking about AI, it's pretty much all smoke and mirrors.
 
You know this game feels a little weird... regarding the control.

I played the demo a bit more, and the sticks just feel weird, so I went back and booted up DS2 to make sure I wasn't imagining it.

My memory of DS2 is that the analog control, and character movement, was fantastically smooth. And it is just like I remembered.

Playing the DS3 demo immediately after, uh... something was lost in translation. They introduced a bit of jank somehow. Of course, DS3 still controls better than 95% of other games out there, but it's noticeably more janky than DS2.

If you don't believe me I say go try it for yourself.

edit: Also I have to say this roll animation, yikes. For a game that moves so well, it sticks out like a sore thumb. It serves no useful purpose so I can just pretend it isn't there, but just really surprised to see something like that in a game with otherwise such quality animation.

I think placing RUN into L2 is a big mistake. It was more comfortable when it was X as it was close in proximity to other buttons you may want to press. Pressing L2 feels kind of weird. Also, Isaac seems to lose ability to run if he's low on health now? That's the impression that I get anyway.

And yeah, something needs to be done about the roll control. Simplify it and just assigned it to one button press instead of double presses we now have to do.

Otherwise just let ME map the buttons the way I want to map them.
 
I think placing RUN into L2 is a big mistake. It was more comfortable when it was X as it was close in proximity to other buttons you may want to press. Pressing L2 feels kind of weird. Also, Isaac seems to lose ability to run if he's low on health now? That's the impression that I get anyway.

And yeah, something needs to be done about the roll control. Simplify it and just assigned it to one button press instead of double presses we now have to do.

Otherwise just let ME map the buttons the way I want to map them.

I don't disagree with what you're saying... but my post was more about the feel of the analogs. And how a once buttery smooth camera suddenly feels a bit janky.

My fix for this, if it's not some hardwired jank, would be allowing us to tweak the camera more, but very few devs ever let us do it. We get "sensitivity" and that's it. As if that is all there is to it.

What I think is funny... is they will often let you have a separate slider for x and y axis sensitivity, as if, anyone fucking uses different axis settings? Wtf. They will give you that, but not let you adjust TPV camera sensitivity separately from aim camera. I guess too many sliders might confuse us?

In a perfect world you have camera sliders for any view in the game (TPV, OTSV, FPV, FPWV, Binoculars/gadgets) and then each of those has a set of sliders including sensitivity, acceleration, and deadzone.

But I can name only one game that has ever done that.

Thing is DS2 was pretty much perfect, so I didn't want to change anything. But I do here, and of course you can't.
 
I have to say I really didn't like the environmental design in the demo, or the encounter design, and something felt off about the feel of the guns--like the enemies take more shots than they did before or dismemberment isn't quite as effective. I'm sure one of the problems was that it was a demo, but it didn't really have any dynamic range--it was just scare after scare after scare after scare. I would have liked to have a little more downtime. The plot is also starting to wear on me; DS2 felt a little unnecessary to me, personally.

Also, seeing Isaac with a face-mask and then meeting other characters who were running around without face masks (bad idea, btw, at the kind of temperature it looks like on this planet, these people would require facial surgery to remove all the dead flesh from frostbite) was a little dumb. Yeah, yeah, suspension of disbelief, whatever.

Skyboxes were beautiful though.

I'll probably play the full game at some point, maybe for $10-15. Normally I'd say I'd pick it up on PC during a sale, but Origin.
 
Goddamn, all of the writing on the on screen instructions, or the UI, or whatever it's called, is MUCH too small. I can't read anything this game puts on the screen. Why make the writing that small? Fucking why? Why would they make it super tiny? Fucking WHY?


Has been like this since the first game. Loads of people complain about it, but they keep it the same. Really frustrating in my humble opinion...
 
Also, I just did co-op for the first time. I wonder if I take those items/parts, does my partner also get it? I don't know the person (random on the net) and we didn't speak so I don't know if he didn't get any.

The drops are independent, each player gets their own drops and they're random on each machine. There are a couple of exceptions but most of the stuff that drops from enemies works that way.
 
I like the whole vibe they're going for, seems to be a mix of Cameron's Aliens and The Thing.

I feel like the demo turned me off a bit with all the in your face and heavy action scenarios, and all the people... not a fan of that. But it's a demo and I'm going to give the actual game a chance.
 
I think placing RUN into L2 is a big mistake. It was more comfortable when it was X as it was close in proximity to other buttons you may want to press. Pressing L2 feels kind of weird. Also, Isaac seems to lose ability to run if he's low on health now? That's the impression that I get anyway.

Run has always been on L2 in Dead Space. On DS3 we added several controller maps that you can choose from if you want to move stuff around for consoles, PC will be configurable this time.

Isaac has always changed animation states when low on health.
 
Yea, pretty much this. Me and my friend took some time trying to figure this out, and it does pretty much seem you each get all the pickups, so on coop you do effectively have double the resources. Not sure if there's more enemies on coop to balance that etc.

The game is tuned with this in mind.
 
Run has always been on L2 in Dead Space. On DS3 we added several controller maps that you can choose from if you want to move stuff around for consoles, PC will be configurable this time.

Isaac has always changed animation states when low on health.

That's funny. I just loaded up Dead Space on steam yesterday and though that A was run and didn't understand why it wasn't working with the controller. I guess I forgot about LB.
 
I played the demo a second time a few days ago and enjoyed it even more so. I was able to get a grip on the weapon creating. I'll admit, that menu interface for it was a bit intimidating at first glance, but taking my time and checking it out, it's not so complicated as it first appeared, yet deep. I like that. I still find it funny he walks slow in the snow... unless your aiming, but it's just a pet peeve. The cover system still seems a bit off but I'm guessing/hoping it's not really needed often. Also for someone mentioning how Isaac is again in the game. If I recalled Visceral said this would end Isaac's story if I remember correctly. Personally I like games where we play and characters and see them change/grow.

I'm extremely excited for Dead Space 3. Huge fan of 1 and 2 and I'm a bit nervous to see how it all comes out at the end, especially the ending, but honestly I've enjoyed every game Visceral has made so far, they do a great job with interacting with fans and listening to feedback, and I think they are a solid, solid team. DS3 is like a week before my birthday so... I can't wait! :D
 
Played the games, read the books, watched the movie-things, read the comics.

Liked the demo (didn't care for the final "boss" thing but whatever), let's do this. Bring on DS3.
 
I've been replaying the Dead Space series over the last week or so (DS, DS: Extraction, DS: Ignition, DS2, & DS2: Severed) in anticipation of DS3 but this demo has somewhat soured me on it.

Why are people shooting at me?
Why aren't my shots removing enemies' limbs any more?
What is this "weapon crafting" nonsense?
Why do I have to pay for weapon/suit upgrades with random junk instead of credits?

It felt like a generic shooter mixed with Lost Planet until I reached the drill room (which I somewhat enjoyed).

It probably doesn't help that I just finished up a 2nd run of DS2 and DS2: Severed immediately before trying the DS3 demo...
Then again, I don't recall enjoying any of the previous Dead Space demos yet I ended up loving the full games.

Here's hoping the full game is great!
 
I only played through once, but the humans in my demo seemed much more interested in the Necros munching on their faces. I barely got shot at.


Yeah, I had the same experience. The humans focused on me at first until the necros started busting out of the buildings and snow, and then I just kicked back and watched the show and cleaned up the leftovers.

There was some interesting mechanics going on with the little necros turning the humans I had killed into monsters, essentially doubling up the number of enemies I was facing.
 
All I can say is the image quality and framerate was very slick on ps3.

As for the game... not feeling it.. need to play from the start. Seems so complicated in the demo.(crafting and types of weapons.)
 
So I was crafting weapons... and I put together a primary flame thrower with an underslung incendiary grenade launcher.

Now, okay this thing is pretty fucking cool. But... for some reason there is a nasty delay using the primary flame thrower. Especially trying to get back on it after firing an incendiary. This is disappointing. Also, it kind of looks shitty.

One handed flame thrower looks a lot cooler than the two-handed, but then you can't use the grenade launcher. :(

I kind of like the crafting, but honestly I think you lose a bit... because the weapons don't look as cool and unique as the stuff created by the devs. In fact most of the stuff I made looks pretty dumb. Especially the two handed weapons.
 
Has been like this since the first game. Loads of people complain about it, but they keep it the same. Really frustrating in my humble opinion...

I played the first games on PC so that wasn't a problem, easier to read if you're sitting a few cm in front of the screen with high res and DS:Extraction was fine. But DS3 on PS3 is the worst game I have played until now in that regard. I guess the devs and playtesters only play their own game on gigantic TVs or with projectors.
 
Why are people shooting at me?

If you played the other games you know the answer. I realize you're just complaining about the fact that there are human enemies, but from a story standpoint it's strange that we HAVEN'T had to fight them yet. Well, Extraction doesn't count.

I do think the gunplay is pretty awful. I mean, RE6 did it better. The three way battles between the necros and the humans are cool though, you can easily get in trouble if you kill the humans first and let their corpses get turned.

Why aren't my shots removing enemies' limbs any more?

Aim better? Some enemies do that transforming shit so it's not as simple as leg then arms like the past games, but the dismemberment is still there.

What is this "weapon crafting" nonsense?

"It's different so I hate it"

Remains to be seen whether or not they handled the balancing of crafted weapons well enough that they are a positive addition. At the very least being able to strap a line gun to a force gun sounds great to me, since those are the only weapons I used most of the time. Now I don't need to swap back and forth to blast things back with the forcegun.

Why do I have to pay for weapon/suit upgrades with random junk instead of credits?

I like that change. Just buying shit never really made sense and seemed like a holdover from RE4, that they just kept around because it worked. Isaac is an engineer and cobbling stuff together from the environment is a great idea.
 
I sadly didn't feel any tension/terror playing this demo. :( The game looks pretty damn good on PS3, runs great too. The controls felt good too, didn't really notice any difference from DS2 but then again it's been a while since I've played it.

But I felt no tension whatsoever in the demo, as far as in a survival horror sense. I still remember that feeling I had playing the demo for DS2, that uneasiness. The DS3 demo was way more straightforward action.
 
Can't say I liked it, just felt way too similar to the last 2, not that it's a bad thing but I wanted something a bit different.
 
Is such a thing even possible in DS1-2?

While I don't think it is in DS1, at least not for like 90% of the areas, but in DS2 there are parts that can just be ran through, especially that sequence near the very end where the
Ubermorph
appears and they expect you to just run for it.

But personally I thought that area following the
Ubermorph was badly designed next to the rest of the game, unlike DS1 and the Hunter where they teach you to run away or use the environment, they just throw this super necromorph at you out of nowhere and expect you to know what to do.
 
it didn't really have any dynamic range--it was just scare after scare after scare after scare.

Haha, I would make the exact same complaint, but the opposite - no scares, just action point after action point. Especially after replaying Dead Space 2 the other day, this has a distinct lack of tension. Just goes to show everyone takes something different from these games.
 
Haha, I would make the exact same complaint, but the opposite - no scares, just action point after action point. Especially after replaying Dead Space 2 the other day, this has a distinct lack of tension. Just goes to show everyone takes something different from these games.

you do realise its a shorts ass demo if youre going to criticise its "pacing"...
 
Haha, I would make the exact same complaint, but the opposite - no scares, just action point after action point. Especially after replaying Dead Space 2 the other day, this has a distinct lack of tension. Just goes to show everyone takes something different from these games.

I remember peoples saying the same thing about the Dead Space 2 demo (it's a DEMO)...never change gaf.
 
you do realise its a shorts ass demo if youre going to criticise its "pacing"...

Haha what? It was a response to someone saying the opposite - it just made me laugh that I had thought the opposite when I played through, so I thought I'd share the thought. Note I said " I would" not I am - this isn't an actual complaint I've made, I just thought it was funny I'd taken something completely different from the demo than someone else. Of course I'm not going to criticise a demo's pacing, I'm just saying it's funny one person will play the demo and find it's pacing is all scare and the next the person will find it all action. How can the devs win? No need to jump on me man.

I remember peoples saying the same thing about the Dead Space 2 demo (it's a DEMO)...never change gaf.

Same to you. I quoted someone that was talking about the demo's dynamic range and you jump on me, when I'm sharing a chuckle.
 
I know that there have been some take with a grain of salt game length estimates, but have any reliable ones popped up? I'm hoping for a meaty 15 hrs.


That's what she said
 
Didn't particularly like Dead Space 2. The DS3 demo was pulse-less. Will not buy short of super high recommendations by friends.
 
Top Bottom