Tag Archives: gaming

Ballerinas in space: Dead Space Part II

For a long time, Resident Evil been considered the king of the survival horror genre.

For a long time, the control has made absolutely no sense to me.

Left stick moves.  Stand still to aim and shoot.  No sidestepping.

Dead Space controls make sense to me.  Left stick moves, right stick is the camera and aiming.  Not much to say about it, however there are a lot of comments being thrown about regarding the Resident Evil 5 control scheme and how it adds to the tension of the game.  The main contention here is that you cannot strafe while aiming.  I am not a big fan of this particular design decision.  I have played the demo and Chris Redfield is incapable of sidestepping while aiming a weapon.  This means he cannot ready a weapon while turning around a corner.

This is a weakness not only in the gameplay design, but in the writing.  What they are telling me, with their icy, necrotic grip on an outdated control scheme, is the following:

Chris Redfield is a paramilitary special agent who cannot aim a weapon down a corridor whilst turning and walking to go down it.

By comparison, Isaac Clarke is a communications engineer in a space suit wearing grav boots who can.

An engineer. Continue reading

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Small World: Dead Space Review, Part I

So. I have two pieces of a triptych hanging in my bedroom. It’s a small piece, something I really enjoy. It’s blue, mainly and it goes well with the wall color.  This has something to do with Dead Space.

Really.

I’ve finished Dead Space and I’m on my second playthrough, and while I’m doing that, I’m thinking about how it does a lot of things right, how it brings innovation to a stale genre, and how the survival horror experience can be enhanced as a social activity.

First the game is fun.  There are a lot of elements to this, but first and foremost, the game is a good time.  It grabbed me from the beginning with the cold opener, with Isaac and the crew of the Kellion quickly realizing the straightforward repair mission is turning into something bad. The story, while nothing groundbreaking or thought provoking, is on par with a good science fiction suspense movie.

The UI.  I don’t really talk about the user interface in games.  Mainly I’m a happy person if the UI is out of the way, or subtle in some fashion so it doesn’t detract from the gameplay or the immersion of the title.  I’m going to say this now, when I saw that they were telling the story through the user interface, that was the moment when I decided I was going to purchase Dead Space.  It’s a singular moment, early on in the game where one of your fellow crewmembers contacts you over the radio.  In typical sci fi fashion, this is a video call.  In atypical video game fashion, it’s part of the UI.

Isaac is wearing a RIG, which simply, is a “space suit.”  The RIG has a holographic UI, so whenever Isaac needs to access anything in game, it projects a hologram into the world so he can see it.  This is hard to explain, but is incredibly awesome once you see it in action.  An innovation in storytelling immersion that really only works here in the space horror genre, but very well done and executed in Dead Space.

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Flower

Flower is just one of those games which would never fly at retail.

To be honest, I feel like it belongs in an art museum, one of those high ideal “interactive journeys” that would be placed between the room sized ceramic Chuck Taylors and the minature wrought iron diorama of Main Street USA in the 1980s.

There would be several stations, each with a monitor and some headphones and a simplified gyroscopic controller with one button instead of a PS3 control pad.

Really, it’s that esoteric.

I don’t think that the mainstream gaming audience is ready to drop $10 on an experience of this nature.

Made by the fine, fine people that brought you Cloud and Flow, the people who work at That Game Company.

You know, that one.

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Fighting! On the Street!

First things first.  I have the opening theme for Street Fighter IV stuck in my head.  It has the infectious poppy feel of both a boy band and a teen idol earworm, and I’m kind of stuck with it.  The menu has it looping around and I tonight I found myself starting up the game and then making dinner.  While I kept the music on, I just wanted to dance.

I know.

But, back to the game.  There is a feeling of coming back home, while also finding out that while you were gone, some incredible remodeling took place.  The new Street Fighter IV is a 3d fighter with a true 2d feel.  It just feels like street fighter, but with this fantastic aesthetic with some great special effects.  The collision detection for the fighting is great, and I never feel like an attack should have hit when it didn’t.  Soul Calibur and its sequels had that issue sometimes.  Don’t get me wrong, it’s a great 3d fighter.

There’s just something about coming back to a two dimensional fight plane.  Continue reading

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Total number of DS units: 3, no wait, 4

The Nintendo DSi is something I’m very interested in.  Not only is it another Nintendo Handheld DS, bringing my total to ridiculous, but it brings an app store to the table, something I think that would work very well on the DS.

It does work very well for the PSP, but there needs to be more on offer.

Like the entire catalog of PSP games, for starters.

But back to the DSi.  It’s quite different from the two other iterations of the DS.  It’s thinner, for starters.  There’s also a new OS.  The two screens are larger now by a quarter inch each.  Two VGA cameras, one on the hinge and one on the outer face now adorn the case.  These have been used for a photo manipulations application on the Japanese model, but if they’ll be utilized for games in the future is anyone’s guess.  WiFi capabilities (hello WPA) have been enhanced, or rather brought up to date.  An SD card slot has been added, which is how I’m assuming the app store will work.  I guess Nintendo learned their lesson from the Wii.

Dear Nintendo:  Don’t offer an application store if your device does not have sufficient storage to handle more than 35 apps.   I’m just saying.

Backwards compatibility for GameBoy Advance games, is gone.  So those other two models aren’t quite obsolete just yet.  It’s not that they took it out per se, but they did remove the GBA slot, so it’s more of a physical limitation than the hardware is incapable of it.  I’m not going to miss it.

That’s wha the GBA Micro is for.

The system firmware can finally be upgraded, which can be both a blessing and a curse.  Patching is something I really don’t need in my handheld gaming, but seeing as how the previous DS only supports WEP encryption for WiFi, I’ll take the ability to update firmware over none.

The DSi is scheduled to be stateside on April 5th, in black and blue models, for $170.  I’ll post something once I get my hands on one.

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