![]() ![]() Enter a corridor and there's a save panel right in front of you? doesn't mean there's not an enemy on the immediate left. Room you already cleared? doesn't mean you wont get jumped on the way back through To explain, the only times I felt that I wouldn't stumble across enemies would be when a video log/conversation was playing or you were locked in a room while someone talks at you, elsewhere Dead Space keeps removing presumed safety nets at a decent pace, just for examples. I wouldn't call Dead Space a particularly scary game for me personally at least, perhaps the effect of me using dinky tv speakers and missing out on the added creeping atmosphere from a good pair of headphones or surround sound.įortunately though it did have one aspect that worked for keeping things tense and that's Dead Space's commitment to rarely leaving the player completely safe from enemies. What a great weapon to build the game around, launching a cutting projectile that can be aligned both vertically and horizontally, the aim of Dead Space in a very literal sense is the limbs and appendages of your enemies, more targets, more options and a satisfying dismemberment mechanic to help give you space, it keeps the combat engaging from start to finish. What immediately stood out on Dead Space's own term was its central weapon, the plasma cutter. The Resident Evil 4 inspiration is clear, and very much welcome, falling more into a horror themed action game than survival horror, the similar over the shoulder shooting and crate smashing action was easy to adapt to. I couldn't find a gif of our lad being sucked out into space, but here's his helmet just floating in the void, RIP to a true PS All Star ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |