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6. Re: Dead Space 3 Preorders Dec 3, 2012, 22:52 shihonage
Dead Space was the kind of game where you enter a room and a door closes as you approach it.

Telekinesis the door - nothing.
Put a wheelchair in the door - it pops out.
Try to blow up the adjacent plasma reactor - it's invincible.

The correct solution? There's a giant button on the side you have to press. When you press it, there's a Quicktime Event of a monster jumping at you, and during that event only Telekinesis works. When you miss the timing by 1 nanosecond, you're not hurt, but insta-dead.

Then you enter a giant room with a telekinesis charger which screams "boss encounter", and sure enough, no surprise there, you have your big-stupid boss encounter where you mostly run around the columns and pew-pew at the boss.

Dead Space franchise has been pretty shit so far. Clumsy controls (controlling Isaac Clarke is an experience not unlike escorting your uncle from the room after he had too much to drink), generic story, janitorial "quests". Countless monsters spawning directly BEHIND YOU make Doom 3's more conservative use of same mechanic suddenly seem like a pinnacle of game design.

The game is a good example of a modern "straitjacket gameplay" experience, where you basically walk in a straight line and do the exact things in exact sequence the devs wanted you to do. No side-stepping, no imagination allowed! Macht Schnell!

Dead Space 3 and its radical changes in direction - outdoor area, crazy-ass co-op idea - give me some glimmer of hope.

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