Sudden slamming on Dead Space 3, hilarious?

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Ack
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Re: Sudden slamming on Dead Space 3, hilarious?

Post by Ack »

Xeogred wrote:
Ack wrote:The first game is pretty much the horror one. And most folks compared it to The Thing, what with the mutations of dead humans. Less so Alien, unless you could argue the other way around, that you are the monster hunting down the only recently born and still infantile necromorphs using a massive wielding torch as your weapon... Anyway, walking through quiet, gore-soaked sectiosn of the ship only to have something hideous leap out in front of you which you could only defeat by sawing it to pieces while it kept coming...that was the idea. I never played the second, so I can't speak for it, but the first was meant to be a horror game. Sure, it really wasn't scary, and fighting enemies quickly became extremely methodical, and ammunition was plentiful, especially if you stuck to one weapon the whole time. But it had its aspirations.
Always wanted to play The Thing, definitely looked pretty cool.

I see where you're getting at though. I guess it's just me when it comes to the "horror" tag. Maybe "scary" should mean something totally different, when horror can apply to grotesque and more in your face violence and shocks. I dunno. Doom 3, FEAR, Resident Evil, etc, and the likes I don't really view as horror at all, they've just got some dark undertones with the atmosphere and the shocking violence. Stuff like Fatal Frame, now that's the only series I've played that's legit made me "think" after putting the controller down and was truly haunting at times. Silent Hill seems to fit that bill too from the things I've heard, I only played a portion of 2 awhile back (hope to remedy that someday).
Hey, like I said, I never played the second, and I can't judge the third, though admittedly if its gameplay is anything like the first then it's probably pretty repetitive once you understand the best way to take down an enemy. In the first, I had it down to a science: take a leg, take an arm, that should do it. Two dismemberments was normally enough to stop a necromorph, though for the nastier ones, I'd pop the other arm and then the head as necessary. Easy.

But on a different track, horror is a wide variety of ideas which can lead to both fear and disgust. Sure, Fatal Frame and Silent Hill are some of the best examples of horror in games, but Doom 3, FEAR, and Resident Evil series have their appeal too. Each one has its different emphasis in horror though: Doom 3 includes a great deal of body horror in its bizarre mutations and freakish monstrosities, but it also tries to prey upon a fear of the unknown through its dark corridors and sudden leaping creatures. FEAR focused on a supernatural element that was most effective when it appeared out of the corner of your eye, though the horror aspect took a backseat to the gameplay. Resident Evil also focused on body horror, with its grotesque mutations, though the zombie can also be seen as a symbol for the inevitability of death and an extension of necrophobia and cannibalism. The problem isn't their horror influences, it is whether they are effective at using them to affect the player.

Also note the effectiveness of the plots in the examples, versus those of the Fatal Frame and Silent Hill series, as well as the protagonist the character controls: Doom 3, FEAR, and Resident Evil offer a variety of superhumans or highly trained professionals to confront these monstrosities, versus the everymen of Silent Hill or the weak little girls of Fatal Frame. Clocktower and Haunting Ground also go this route, though Clocktower also features unrelenting serial murderers going after young women while Haunting Ground goes for the blatantly sexual route and really evokes rape and sexualized violence fears after its overtly-sexualized female lead.

Even Splatterhouse could be seen as a horror game, despite its freakishly overpowered main protagonist who excels in gore-soaked violence and savagery. But it is that gore and savagery on an ever-increasing horde of horrors that gives Splatterhouse its horror edge, as the viewer has on some level to contemplate the mortality of everything, including the self. I know that during the recent modern remake, I was sickened by one of the gory instant kills in which the lead shoves his hand up the anus of a monstrosity so he can rip out its intestines.

So is Dead Space 3 still a horror game? Likely it offers themes, though the game creators seem to have put those ideas on the backburner in favor of another superman removing hordes of enemies. But also keep in mind that it's the third series, following a protagonist who has been killing these things for years now...he's likely gotten numb to it, so they aren't scary anymore, for him or the player.
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Re: Sudden slamming on Dead Space 3, hilarious?

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Lodestar wrote: when the industry moves on from QTEs, we'll all just laugh and criticize this era for having used them...
God, that day cannot come quickly enough!!!
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Re: Sudden slamming on Dead Space 3, hilarious?

Post by AppleQueso »

Why do QTE's keep getting put in games nowadays anyway? Nobody seems to like them, so one has to wonder why developers keep putting them in...
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Re: Sudden slamming on Dead Space 3, hilarious?

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when i read the title for this thread, i assumed it was going to be a hilarious in-game glitch where the character models were suddenly and violently thrown against a wall, the floor, the ceiling, etc. i was really hoping to find that here.
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Re: Sudden slamming on Dead Space 3, hilarious?

Post by AppleQueso »

aaron wrote:when i read the title for this thread, i assumed it was going to be a hilarious in-game glitch where the character models were suddenly and violently thrown against a wall, the floor, the ceiling, etc. i was really hoping to find that here.
I was thinking the same thing :lol:
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Re: Sudden slamming on Dead Space 3, hilarious?

Post by Ack »

AppleQueso wrote:Why do QTE's keep getting put in games nowadays anyway? Nobody seems to like them, so one has to wonder why developers keep putting them in...
Maybe they grew up playing Dragon's Lair and Space Ace?
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Re: Sudden slamming on Dead Space 3, hilarious?

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They're around to make people feel more involved in cutscenes.
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Re: Sudden slamming on Dead Space 3, hilarious?

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isiolia wrote: I saw it a lot more as a way to minimize the delay between a failed attempt at something and retrying it. It's been a while, but I remember it still dropping you back to the beginning of a lot of sequences. Being saved from death in combat also saw your enemy get regenerated a little.
For sure, it was there for convenience, but ultimately had you taking more risks and playing with reckless abandon because you had this safety net guaranteed to bail you out. To any "old-school" gamer, an offensive mechanic to say the least.

Not to create a false dichotomy, but there are essentially two different groups of gamers--those who find joy through tribulation and achievement and those who would prefer an easy-going pleasure ride ("I play to have fun/enjoy the story"). There's a rather important middle-ground that developers should strive for here, obviously we don't want to lose great amounts of progress for dying, but we should have some concept of loss or else the end result is complacency with little incentive to replay something.

I found PoP 2008 so bereft of challenge that I wanted to bypass the gameplay and get to the story.
There are other things in 2008 that felt very casual to me as well, for example, the platforming/climbing felt "on rails" with little input from the player, it was too streamlined and the game often times felt like it played itself during what should have been the crux of the game--a very short learning curve, therefore a diminished reward for having learned it.
isiolia wrote:In nearly all cases I can remember, QTEs fighting wolves are your chance to not die after failing to dodge and/or kill them before they get close. Not that the game doesn't use mandatory QTEs on occasion, but they aren't a standard part of combat until/unless you unlock the counterattack options in the hand-to-hand tier.
This I wasn't aware of, because I only played into the game two hours or so and never invested points into that. I think it's because I have the Survival Edition and it comes pre-loaded with a lot of things, but for me, the QTEs with wolves were always there.
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Re: Sudden slamming on Dead Space 3, hilarious?

Post by Gamerforlife »

Robonaut wrote:
Lodestar wrote: when the industry moves on from QTEs, we'll all just laugh and criticize this era for having used them...
God, that day cannot come quickly enough!!!
QTEs aren't going anywhere. It's not like they didn't exist before Resident Evil 4 (and God of War) made them popular again. Shenmue, Dragon's Lair, Dynamite Deka, Sword of the Berserker: Gut's Rage on the Dreamcast, etc. Plus, games like Asura's Wrath are showing new ways to use them, as did Heavy Rain. Learn to live with them people.

I used to complain about QTEs but I don't really have a problem with them anymore. I mean, you see a button on the screen, you push it on your controller. It's not that complicated. I can do that on both 360 games and PS3 games without even looking at the respective controller. It's too easy to complain about if you have halfway decent reflexes. And besides, there's cool shit you simply can't do with conventional gameplay, as Asura's Wrath shows. That's what QTEs are for.

I actually love how a lot of games now make those button prompts correspond to the game's controls. So if your character has to jump in a quick time event segment, you hit the jump button. He fires a gun, you shoot the fire button on your controller. If your character in Asura's Wrath has to grab a blade being thrusted at him, you point your two analog sticks towards each other to simulate your guy bringing his hands together to grab the blade. Stuff like that creates the illusion that you're still controlling that character. As gimmicky as it sounds, it really is interactive cinema.
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Re: Sudden slamming on Dead Space 3, hilarious?

Post by Gamerforlife »

Lodestar wrote:
I found PoP 2008 so bereft of challenge that I wanted to bypass the gameplay and get to the story.
One of my pet peeves if when gamers complain about a game being too easy simply because they are not willing to create challenge for themselves(I'm not referring to you specifically by the way so no ofense). Like when people say a Dynasty Warriors game is too easy when they never tried any of the harder difficulties or the insane challenges involved in getting unique weapons and items. There was actually an achievement in POP 2008 for players who used Elika a minimum number of times. So for players who want the "punishment" for screwing up, it's there. I know a lot of gamers ignore trophies/achievements, but a lot of times they compensate quite nicely for complaints about a game's difficulty.

People say Lollipop Chainsaw's gameplay was too shallow. I say, try and get the high score achievements and the S ranks in each stage on very hard difficulty and come back and tell me that. Or try to actually complete EVERY challenge in each stage's ranking modes. There was a time when gamers pushed themselves due to their own motivation, people trying to get the highest scores in old arcade games for example. Or gamers speed running games just for the challenge and fun of it. Or people running through a beat 'em up on one life or with no damage. Today, it's like if you don't shove the challenge down people's throat, they don't push themselves, then complain that the game is too easy :roll:
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