Category Archives: Games

Full Disclosure: My link to Dead Space in two circular degrees

So I’m twittering about my experiences playing the game Dead Space.  Awesome game, highly recommended.  I’m on my second play through.

But, back to the I get a follow (on twitter) from someone I don’t recognize, but don’t really think anything of it until I check out who it is.  Turns out it’s the Environmental Art Lead for Dead Space.  So he shows me a couple of things I missed and then I notice a name I think I recognize.  It’s the guy that lived in our group house for a couple of weeks, a friend of one of my roommates.

I do some additional research and well, he is the same artist that painted the triptych sitting in my bedroom, awaiting framing.  He painted them 13 years ago as a thank you for letting him stay.

And he did UI design for Dead Space.

Small world, indeed.

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Friday Night Frights: Dead Space, Part III

Dead Space as a social activity excels if your audience is into it.  I am going to discuss it here as an interactive movie, with the player as the cameraman and primary actor.  Imagine a movie (one like Event Horizon, Leviathan, or The Thing) where the camera actually responds to your input.

Compare the following scenarios.

Movie: While the main character is investigating a broken console, a shadow quickly flits down the hallway to the right, but the main character notice it.  Everyone yells, “What the hell was that on the right?!”  Character continues to repair broken console oblivious to their doom.

Dead Space:  While the main character is investigating a broken console, a shadow quickly flits down the hallway to the right, but the main character doesn’t notice it.  Everyone yells, “What the hell was that on the right?!”  This time, the camera turns and the actor actually investigates the hallway to the right.

The art in Dead Space plays no small part in the movie like experience. The USG Ishimura, while abandoned, is believable as a large spaceship equipped to house over a thousand people.  It has a work areas, living areas, engineering, and most importantly, a tram system and a zero G basketball court.  A shopping mall and even a virtual brothel are insinuated by advertisements that are strewn about the ship. There are trash cans and bathrooms.  Luggage is found near the flight deck but not near the mining facility.

In short, it’s a believable set.

Which is what makes it more unsettling for the audience when they find out that there doesn’t seem to be anyone on it.

If you look, really look at everything in Dead Space, the environment is telling you a story.  Literally.  The strange graffiti on the wall?  That’s all Unitology script that can be decoded because they created an alphabet for it.  Thomas Holt pointed that out to me and, I would have missed it because it was such detail.

I was avoiding Dead Space.  It came out in November of last year and I just was not sold on it.  I was done with the survival horror genre.  I had heard about it, and read favorable reviews, but then attributed those reviews to fans of Resident Evil.

Then, slowly, I was worn down by praise from people I knew and finally asked to borrow a copy from a friend.

I played three chapters on a Friday night, followed by a marathon session on Sunday because it was so compelling.  For the rest of the day on Sunday, I was accompanied by a friend of mine who was a fan of movies like Event Horizon.  She loved it not only because of the storyline, but because of the interaction and the feeling of immersion.

I’d like to see someone try, as a social experiment, playing Dead Space with an audience, a chapter a night say on a movie night.

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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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More Zombies

Call of Duty: World at War is adding another zombie map via downloadable content.  It’s only one map for zombies, but it looks like they’ve listened to the audience and added Perks-a-Cola machines so that we can have perks (special abilities earned in multiplayer).

Sold!

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