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dead space remake: same game with better graphics?

Thank God I'm not the only one, I was starting to feel almost alien.

Just to balance the love and loathing a bit, what did you like most about Dead Space 3?

I only recall enjoying it. I'll probably refresh my memory and reply both after I finish the remake.
 
To be honest, I didn't dislike DS3, I just didn't like it as much as its predecessors. I enjoyed the weapon-crafting mechanic because it added a nice bit of variability and allowed you to customise your playstyle, but it was rather incongruous in a so-called horror franchise.
I feel the same way, I enjoyed it but not nearly as much as DS and DS2. I thought the weapon crafting mechanic was cool, however I felt that most guns in the game (At least ones that were in the previous games) felt so much weaker it made it hard for me to find guns that crafter together I truly loved since alot of the one I loved were so much weaker they didn't work well together, but I did manage to make some that were fun to use. The only thing I think I truly disliked about it was the upgrade system for the guns, finding those chips/crafting them to put into the guns seemed tedious and confusing (Mostly because there were limits on how many damage points you could put in and it was hard to balance them). I preferred the old node system way more.
Thank God I'm not the only one, I was starting to feel almost alien.

Just to balance the love and loathing a bit, what did you like most about Dead Space 3?
DS3 was definitely a step in the wrong direction and sadly managed to sink the series overall. Was not a bad game, just EA forcing a bunch of BS on the game that made it not nearly as fun as it should be.
I played them all, liked them all, and I'm really finding this equally enjoyable. Linear, yes, but then, so is any enclosed environment, but you can travel back and forth, so it's not uni-directional as some FPS games can be (finish one area and it's gone forever).
Yea, its linear but I like this style where you have a reason to and can travel back to other sections at any time. The only thing I missed in this game was some of the return trips in the first one were a little more eerie due to how much the area will have changed after you left. I didn't get that as much in the new one as I did in the previous (It did happen, I just mean not as much I felt like).
 
DS3 was definitely a step in the wrong direction and sadly managed to sink the series overall. Was not a bad game, just EA forcing a bunch of BS on the game that made it not nearly as fun as it should be.

So is Glen Schofield, the beloved writer of Dead Space 1 somehow oblivious too for feeling the direction they took the series was understandable?

As I've said countless times, I feel the differences between DS3 and the first two are very overstated and exaggerated by those whom loved the first two. I mean just that so many people have no problem saying "it's still a good game", yet blame it for being the blunder that took down the series is a bit strange I think.

It was purely EA that took down Dead Space, nothing more. They made enough sales on DS3 to continue the series, they were just being stupid, but to also completely dismantle Visceral Games eventually was the real big blunder. The only thing holding EA together anymore is their sports titles, and the Titanfall and Jedi series Respawn does.

EA are teetering on falling to Ubi's level if they don't get smart quick. I also have a feeling this remake is more damage control after Anthem tanked. They still seem too stupid to realize Dead Space could continue as a series from where it left off in DS3.
 
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So is Glen Schofield, the beloved writer of Dead Space 1 somehow oblivious too for feeling the direction they took the series was understandable?

As I've said countless times, I feel the differences between DS3 and the first two are very overstated and exaggerated by those whom loved the first two. I mean just that so many people have no problem saying "it's still a good game", yet blame it for being the blunder that took down the series is a bit strange I think.

It was purely EA that took down Dead Space, nothing more. They made enough sales on it to continue the series, they were just being stupid, but to also completely dismantle Visceral Games eventually was the real big blunder. The only thing holding EA together anymore is their sports titles, and the Titanfall and Jedi series Respawn does.

EA are teetering on falling to Ubi's level if they don't get smart quick.
Oh, I don't blame Visceral at all, I blame Electronic Anus one hundred percent. I honestly don't understand why they bother doing anything than remaking the same shitty sports games every year for hordes of idiots to buy.

Schofield is hardly the oracle many seem to believe he is. He is, after all, responsible for the mess that is Callisto Protocol.
 
The level design on the other hand, is something I don't quite understand. Sure, you need those creepy, crawly hallways to add to the horror element, but honestly, who the hell would design a spaceship like that? Why do you have to walk through a labyrinth just to get to the diagnostic department of the hospital wing? And what's with the gaping open chasm in maintenance? It doesn't make sense!

I haven't played the game and know nothing about the game, but it is that way becuase that it was the design demanded. Horror, and most stories, doesn't "make sense", by their very nature.

@joemama
I didn't like that the air vents in the original Dead Space became nothing more than monster spawning closets. The whole idea that some of those massive monsters could fit in air vents became ridiculous and even in the interstitial spaces of my old work I never saw air vents as gigantic as the ones in Dead Space. If the monsters can travel through air ducts why can't the player?

Adding vents the for the player to crawl through would change the game drastically. It wouldn't be the same game, it couldn't be the same game. Have you ever played Deus Ex? I have a vauge memory of an article from a PC Gamer magazine in which air vents where briefly covered and how they dramatically changed the game, which the devs discovered early in the development. And without knowing anything whatsoever about Dead Space (literally, I only know it's a horror game set on a space ship, I don't even know if it's first person or not) I can safely say that adding crawable vents the player actually could use as vents as they appear in movies and games would have made the game a completely different thing. Plus the story demanded it. "We need more monsters." "They crawl through the vents!" "Yeah that's it." It's a bit lazy, but it is very effective if you want to add suspension. Will that vent have a monster in it? Instead of being something you, the player, can interact with they become points of suspension, which is the entire reason for their existance. Fiction basically never bears overthinking.
 
I haven't played the game and know nothing about the game, but it is that way becuase that it was the design demanded. Horror, and most stories, doesn't "make sense", by their very nature.
True... that's why I generally don't play/watch horror. :p I like it when things make sense. I guess I'm just weird.
 
Schofield is hardly the oracle many seem to believe he is. He is, after all, responsible for the mess that is Callisto Protocol.

Actually I've seen people say since it's been patched, it plays pretty well. In fact, from the footage I've seen, it plays more smoothly than Uncharted Legacy of Thieves Collection, which are pretty old games remastered, that I have played myself. Even the Dead Space Remake from what I've read requires a few min of shader compilation before playing for it to run smoothly.
 
so ive been told that there is more story and places to explore in the new dead space remake.. which is nice addition and i think it seems to sit okay with most people..
they apply this to dead space 2 remake and with dead space 3 remake they should spend more time to patch up the story keep the same nice gameplay from dead space 1 remake
and with the money made from these remake hopefully it would be enough to greenlit dead space 4
 
Are there plans for a Dead Space 3 or Dead Space 2 remake?
i think there are talks about it but nothing concrete but it does seem positive
 
But that's the thing, it ISN'T worth it at that price. Maybe at 15 bucks. I mean, its a graphics update.

I played Dead Space 3 times now, the later parts just once. The first one is really as good as third person horror gets imho. The later installments remove a lot of the suspense by giving you way too many weapons and ammo, part 3 taking the cake with full customization options. Fun, but totally removes the scare.

I never played the Dead Space games, I have been waiting on OLED display before I play any of my darker themed games. I am picky as fuck like that :roll:
 
@Space Lynx (and his magic space bar):
I played the original Dead Space on my 20" CRT, where blacks were REALLY black and there were no halo effects.

the newer OLED's really don't have halo effects either. I have my eyes set on the LG C3 42", tired of waiting for 32".

also if CRT's were so amazing, why don't they bring them back?
 
the newer OLED's really don't have halo effects either. I have my eyes set on the LG C3 42", tired of waiting for 32".

also if CRT's were so amazing, why don't they bring them back?
The capacity to make the screen went away when no one bought CRTs anymore.

The tube, electron emitter included were quite a thing to make.

Anyway the games bloody brilliant even if you beat it twice way back though I do have to agree There are a few moments of wtaf I'm a guy I could fit in there under there through there sometimes.
A bit like the new COD, SAS guy, yet I can't snap a neck I need a knife wtaf.
 
Actually I've seen people say since it's been patched, it plays pretty well. In fact, from the footage I've seen, it plays more smoothly than Uncharted Legacy of Thieves Collection, which are pretty old games remastered, that I have played myself. Even the Dead Space Remake from what I've read requires a few min of shader compilation before playing for it to run smoothly.
I'm not talking about performance, I'm talking about the fact that the game is a boring slog.
 
I'm not talking about performance, I'm talking about the fact that the game is a boring slog.

Well, that's always a matter of personal preference. Granted, the combat loop may fit a smaller niche, as it involves more use of melee and environmental objects, but in that sense it's also more geared toward survival horror. I haven't seen enough of the game to know how it will compare to Dead Space Remake for me, but I WILL definitely pick it up at some point, maybe after I upgrade my PC.
 
Oh, I don't blame Visceral at all, I blame Electronic Anus one hundred percent. I honestly don't understand why they bother doing anything than remaking the same shitty sports games every year for hordes of idiots to buy.

Schofield is hardly the oracle many seem to believe he is. He is, after all, responsible for the mess that is Callisto Protocol.
Dead Space felt like something properly done, finished, a good idea and concept with good execution, original combat ideas, and a pretty bone chilling story if you ask me.

The later parts mixed in more generic gaming concepts (crafting etc.) and that immediately detracted from the experience to me - also, the fact that part 2 and 3 try to continue the 'thing' that 1 already did so well on its own kinda made it more of the same, but 1 already expanded enough on the basic mechanics... it never really went any further.

DS1 is best played on harder difficulties, that's where the ammo economy and everything you can use become real gameplay elements and add to the suspense a whole lot. This isn't something that applies in equal measure to the 2nd and 3rd part imho, simply because the game gives you a lot more options.

I think Callisto Protocol suffers from the same issue that 2 and 3 had. Its more of the same. The thing has been done. Its ok, and its not going to give more.

I've just started playing the original Dead Space just to see if it would be worth it to buy the remake.

Honestly, I don't understand the hype. Don't get me wrong, it's a nice enough game, but nothing special. The story is quite basic and predictable (so far), the enemies are okay, the main characters are normal human beings with not so much personality to them, and the controls are a bit more clunky than I'd like. Everything I do feels heavy and numb. I'm not a CS:GO competitor by far, by the way. The horror element focuses on way too much blood, dark hallways and jump scares (which are more annoying than scary in my opinion), which is again: fine, but nothing special.

The level design on the other hand, is something I don't quite understand. Sure, you need those creepy, crawly hallways to add to the horror element, but honestly, who the hell would design a spaceship like that? Why do you have to walk through a labyrinth just to get to the diagnostic department of the hospital wing? And what's with the gaping open chasm in maintenance? It doesn't make sense!

The only thing that makes the game unique is the ability (and need) to dismember enemies to cripple and kill them. There have been a few times when I cut the legs or head of a monster off and thought it was dead until it crept up on me. Now that's quite innovative! I'm just not sure it's something you can build a whole game around.

As of now, I'm starting Chapter 3, and if I had to score it now, I'd give it 6/10. I'll probably buy the remake at some point, once it gets below £10 in a discount, because as I said: it's a nice game, just nothing special.
Everything you do is built for a console. Yes, its slow. Aim and shoot, tread slowly, run if you must is basically the whole loop of the game. Later, you'll be upgrading weapons more frequently and a lot of secrets are going to be stuff you'll really want like more access to upgrades. After all, stuff you can obtain is finite so you'll have to choose what weapons you'll push forward and what you're going to miss out on.

Its worth appreciating that some of the systems like dismemberment and the pretty awesome physics alongside it; plus for example how your inventory works 'on the fly' were new concepts at the time of release and they beautifully fit in; inventory management and item selection is done in active combat, its part of it.

Its well worth playing Dead Space with a controller and not the vastly superior aiming of a mouse. Handicap yourself a little bit and the game starts to shine. The same thing applies to playing higher difficulties. If normal feels easy, stop and replay hard. The learning curve in the game and how enemies get progressively harder or just jump you in nastier ways / combinations is very well done. The key is in weapon choices and fire modes, obviously. Once you've got that figured out, the game's remaining challenge is really ammo economy - the suspense rises to great heights when you know you'll need that line cutter for the next sequence, but you're stuck with just one or two shots.

As for the characters and story... Stuff will unfold and the tension does rise. Pay attention to it. Look around in the spaceship. The attention to detail is pretty neat. Things that don't initially make sense will later on... The spaceship design sure isn't utilitarian :D; although it never struck me as illogical - more the fact that you have to circumvent the constant lockdowns and blockades put up because of the infection spreading. Because that is the constant reality you'll be immersed in: shit's alive in this place, and its purpose is unknown.

6/10... harsh :) My score ended up I think somewhere along the lines of 8-9 /10. Let's see how you fare beyond chapter 3 :)

God damn, now I'm installing it again...

also if CRT's were so amazing, why don't they bring them back?
Cost of materials. And also size and weight.
 
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Cost of materials. And also size and weight.

i don't buy that as an excuse, there are loads of weird ass niche market products out there that cater to certain communities. I think it is more that OLED is so good, there is just no need anymore.
 
@Space Lynx

This is getting OT but:

My 20" CRT weighed 55lbs and put out a ton of heat. The larger the CRT the heavier it gets (and not in a trivial sense either) and the larger the tube required. I think the largest CRT was maybe 25"

The ancient, 2004 Mitsubishi CRT 55" TV my mom has weighs 215 pounds! Luckily it has built-in rollers.

Supposedly the Sony GDM-FW900 was the state-of-the-art CRT. I never knew anyone who had one because they were so expensive. It weighed 91lbs and it was only 24":
https://aperturegrille.fandom.com/wiki/SONY_GDM-FW900
 
i don't buy that as an excuse, there are loads of weird ass niche market products out there that cater to certain communities. I think it is more that OLED is so good, there is just no need anymore.

Oh it's more of an excuse than you think. Just the weight alone makes it nonsensible with today's shipping costs. All the more so if you factor in screen size, because people want bigger TVs these days, which is not even practical with CRT, as the weight and bulk would be ridiculous. Even the 26" Widescreen Samsung CRT TV I had was too bulky to sit anywhere near as close to a wall as today's flat panels.
 
Oh it's more of an excuse than you think. Just the weight alone makes it nonsensible with today's shipping costs. All the more so if you factor in screen size, because people want bigger TVs these days, which is not even practical with CRT, as the weight and bulk would be ridiculous. Even the 26" Widescreen Samsung CRT TV I had was too bulky to sit anywhere near as close to a wall as today's flat panels.
How much did that 26" widescreen Samsung CRT TV weigh? I'll bet it was over a 100lbs.

It was nice to not have any ghosting or halos and blacks that were actually black.
 
Dead Space felt like something properly done, finished, a good idea and concept with good execution, original combat ideas, and a pretty bone chilling story if you ask me.

The later parts mixed in more generic gaming concepts (crafting etc.) and that immediately detracted from the experience to me - also, the fact that part 2 and 3 try to continue the 'thing' that 1 already did so well on its own kinda made it more of the same, but 1 already expanded enough on the basic mechanics... it never really went any further.

DS1 is best played on harder difficulties, that's where the ammo economy and everything you can use become real gameplay elements and add to the suspense a whole lot. This isn't something that applies in equal measure to the 2nd and 3rd part imho, simply because the game gives you a lot more options.

I think Callisto Protocol suffers from the same issue that 2 and 3 had. Its more of the same. The thing has been done. Its ok, and its not going to give more.


Everything you do is built for a console. Yes, its slow. Aim and shoot, tread slowly, run if you must is basically the whole loop of the game. Later, you'll be upgrading weapons more frequently and a lot of secrets are going to be stuff you'll really want like more access to upgrades. After all, stuff you can obtain is finite so you'll have to choose what weapons you'll push forward and what you're going to miss out on.

Its worth appreciating that some of the systems like dismemberment and the pretty awesome physics alongside it; plus for example how your inventory works 'on the fly' were new concepts at the time of release and they beautifully fit in; inventory management and item selection is done in active combat, its part of it.

Its well worth playing Dead Space with a controller and not the vastly superior aiming of a mouse. Handicap yourself a little bit and the game starts to shine. The same thing applies to playing higher difficulties. If normal feels easy, stop and replay hard. The learning curve in the game and how enemies get progressively harder or just jump you in nastier ways / combinations is very well done. The key is in weapon choices and fire modes, obviously. Once you've got that figured out, the game's remaining challenge is really ammo economy - the suspense rises to great heights when you know you'll need that line cutter for the next sequence, but you're stuck with just one or two shots.

As for the characters and story... Stuff will unfold and the tension does rise. Pay attention to it. Look around in the spaceship. The attention to detail is pretty neat. Things that don't initially make sense will later on... The spaceship design sure isn't utilitarian :D; although it never struck me as illogical - more the fact that you have to circumvent the constant lockdowns and blockades put up because of the infection spreading. Because that is the constant reality you'll be immersed in: shit's alive in this place, and its purpose is unknown.

6/10... harsh :) My score ended up I think somewhere along the lines of 8-9 /10. Let's see how you fare beyond chapter 3 :)

God damn, now I'm installing it again...


Cost of materials. And also size and weight.
Reporting from Chapter 10 now... :)

Well, the story has got a bit more interesting. It's still basic and predictable, but just complex enough to make me care and be curious what's gonna happen next. The text and audio logs with background information that you pick up along the way are a huge plus.

As for the level design, as much as I still don't understand the practicalities of it (the twisty hallways still don't make sense), it is a major contributor in the atmosphere - which is good because I mostly play games for their atmosphere. My main curiosity is what the next part of the ship is going to look like, but even when I'm revisiting parts where I've already been, it's interesting to see how much has changed. It's the same ship all around, but different parts feel different enough to be interesting and unique.

Like I said, the grand concept doesn't feel too special to me (it's just a standard horror sci-fi with detachable limbs), but I'm starting to see that this game needs to be appreciated through the small details.
I'm in the crew quarters now, where there is this lobby area full of dead bodies and candles where you hear a female voice softly singing Twinkle, Twinkle, Little Star in the background. I spent nearly 10 minutes running around, looking at every corner, trying to find where the voice is coming from only to realise that it's actually coming from nowhere. Elements like this aren't just creepy as hell, but serve as small anchors for me to stay invested in what's going on. The zero-g basketball mini game is another refreshing addition, a much needed easing of the tension before the suspected finale.

So yeah, the story has got more interesting (not a lot, though), the level design is questionable, but not bad, and I'm still not entirely happy about the clunky controls, but I've got used to them. Some weapons are overkill, some are absolutely useless, but the "on-the-fly" inventory is cool and adds to the suspense. The atmosphere is the major thing that's keeping the game alive, but not just alive, but being actually good. I just wish it wasn't so full of jump scares - they really get old and annoying after about the second episode.

I'm bumping my score to 7/10. I don't think the rest of the game will give me much reason to bump it even higher, but we'll see. I'm playing on with a mind open to anything (except for a cliffhanger ending, maybe - that would be cheap). :)

As for your suggestions, they're in contradiction to my rules of gaming... that is 1. Always play on the easiest difficulty first to appreciate the story and atmosphere, and 2. Never ever play a shooter with a controller. :D

When the remake gets a discount, I'll definitely buy it to see how they improved the already great atmosphere. :)
 
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I agree with AusWolf the design of the Ishimura was sometimes ridiculous. In the original DS there was a gigantic, bottomless chasm in the spaceship and there was no explanation as to why it was there and you had to take a tram across to the other side of the chasm.
I remember the part in the Crews Quarters too (from the original DS).
It might have been interesting to have a DS sequel from the PoV of the original outbreak on the planet's surface, which I believe the animated movie discussed (maybe that's why they didn't do it).
 
How much did that 26" widescreen Samsung CRT TV weigh? I'll bet it was over a 100lbs.

It was nice to not have any ghosting or halos and blacks that were actually black.

More like 89 Lbs. Nice blacks are one thing, but as a TV it had slight geometry issues I couldn't not see once I noticed it (stripes on football fields were curved a bit), and CRTs DO flicker. I do not miss it at all as a TV or game monitor, trust me.
 
@Frag_Maniac
What was the refresh rate on the Samsung TV? At 75hz. I didn't notice any flicker on my 20" Mag Innovision flatscreen CRT.
 
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