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Games

Dead Space Wants To Scare You 195

Kotaku recently ran a story questioning whether the survival-horror genre still exists, and how Dead Space may or may not fit into it. With reviews for the game starting to come in, Ars Technica reports that the game is, indeed, both scary and good. Gamespy wrote up a Dead Space survival guide, and Gamasutra has a lengthy interview with the game's senior producer. In the production of the game, the developers studied things like car wrecks and war scenes to increase the level of realism. They also want the game's sounds to terrify players, including appropriately timed silence. The launch trailer is also available, though it does contain spoilers.
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Dead Space Wants To Scare You

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  • Maybe it's me (Score:5, Insightful)

    by dmomo ( 256005 ) on Thursday October 16, 2008 @08:17PM (#25407681)

    I haven't gotten the chills from a game since Doom2. Thinking back, I wonder if now I would get the same feeling. I guess part of it's realism, but as/more important is the immersion. I've not been able to turn up the volume, shit the door and leave the real world in a while.

    Another important thing in scaring someone is that there has to be some negative outcome that they are genuinely concerned about. A game can look as creepy as Hell, and the sound can be spot on. But, if I am not afraid to die, to lose something I've worked for, I'll just think it's cool.

    Give me that tension. Make losing my character be a significant loss. Then, those dark rooms, eerie creeks and nervous silences just might make a bit uncomfortable.

    • by dmomo ( 256005 ) on Thursday October 16, 2008 @08:20PM (#25407707)

      Wow. "Shit the door". Well, I stand by that. It sure has been a while.

    • Re:Maybe it's me (Score:4, Insightful)

      by oljanx ( 1318801 ) on Thursday October 16, 2008 @08:44PM (#25407839)
      Nothing in a game has ever frightened me more than Doom e1m2. Why? Because it was a new (to me). A dark room filled with monsters, periodically illuminated by quick flashes of bright light. It's not about the graphics, the realism, etc. It's all about throwing players into creepy situations they haven't experienced a thousand times before.
    • Unreal.... (Score:5, Insightful)

      by Joce640k ( 829181 ) on Thursday October 16, 2008 @08:44PM (#25407841) Homepage

      Remember fighting those green spider things in the dark by throwing flares around and lighting up little areas?

      Let's not confuse that with "suddenly make a loud noise in a quiet bit".

    • by DeadDecoy ( 877617 ) on Thursday October 16, 2008 @08:46PM (#25407857)

      A game can look as creepy as Hell, and the sound can be spot on. But, if I am not afraid to die, to lose something I've worked for, I'll just think it's cool.

      Ya, whenever my router's internet light goes out while playing a game, all I can do is hide beneath the sheets and pray to God it's not the end of the world.

      • Ya, whenever my router's internet light goes out while playing a game, all I can do is hide beneath the sheets and pray to God it's not the end of the world.

        You pray to Al Gore?

    • Re:Maybe it's me (Score:5, Informative)

      by fuzzyfuzzyfungus ( 1223518 ) on Thursday October 16, 2008 @09:07PM (#25407971) Journal
      You sound like somebody who is in need of a dose of System Shock 2.
      • Re:Maybe it's me (Score:5, Interesting)

        by dontthink ( 1106407 ) on Thursday October 16, 2008 @11:17PM (#25408615)

        Right on. System Shock 2 is in my top 5 games of all time.

        Sorry to hijack your point, but I picked up Dead Space yesterday mainly due to the decent reviews it was getting and the fact that it shared a lot with SS2 (RPG elements, sci-fi setting, horror) and about 3-4 hours in I'm sorely disappointed. I replayed SS2 a few months ago, and was absolutely engrossed over the few days it took me to finish it. The screeches of those fucking monkeys still creep me out. Dead Space just kind of feels lacking.

        I want to be scared by Dead Space, but so far I've only gotten startled once by a loud noise while turning a corner. Keep in mind, I've been playing in a dark room with the sound turned up and the difficulty on hard. People claiming it's the scariest game of all time clearly haven't played SS2, Call of Cthulu, Silent Hill 2, etc. It feels a lot like Doom 3 in 3rd person and awkward controls, while I was expecting a cross between SS2 and RE4. That said, I'm enjoying it quite a bit even if it is a bit disappointing.

        There are definitely some cool things about the game - the fact that there's no HUD (your health is displayed as a meter on your back) definitely helps immersion, but Call of Cthulu pulled it off better (and is FAR scarier than Dead Space). The Zero G bits have potential, but I've only been in one so I haven't had a chance to see what they do with it. The stasis effects are nifty too. I like the gore, even though it can get a bit silly sometimes. I've yet to see anything as visceral as getting decapitated by one of the chainsaw sisters in RE4 - though a few death animations come close.

        SO yeah, to sum it up DS is pretty fun, not scary (so far), but probably not a must buy at this point. GOTY contender it is not in my eyes.

        • Uhhg. I hate those bloody monkeys. And the cyborg midwives. Also, SS2 is the first game I can remember where some of the corpses you discovered were genuinely scary. Pile of dead crewmates? Hmm, better keep a weapon ready for when I find what killed them. Crewmate who fucking hung himself? Now I have to spend the rest of the level trying to imagine what scared him that much. Also the "ghosts": I'm sitting here with the lights on, and I haven't picked up SS2 in a fair while, and I still get cold chills when
          • The spiders did it for me... chittering, fast as all fsck, and hard to kill... at least a shotgun shot or a few bullets made a monkey go bye bye.

            SS2 was and is Awesome, for getting scared by a video game.

      • You sound like somebody who is in need of a dose of System Shock 2.

        I wanted to play through that again to get over the vague sense of disappointment after I finished Bioshock. Unfortunately it looks like arse on a 1440x900 monitor. Fortunately, a couple of weeks ago someone published a widescreen patch [ttlg.com]. I'm busy at the moment fighting off the king of France's expeditionary force which is about six times the size of my rebel army, but once I've finished building my free state on top of a mountain of skulls

    • Re: (Score:3, Interesting)

      by dunezone ( 899268 )
      The thing about Doom is we felt alone. There were no computers to read dialog, no diary's, no nothing. It was you, a weapon, and a shit load of monsters. The feeling of being a world by yourself gives you a sense of helplessness, even though you knew you could beat blast the monsters away, if you got caught with no ammo, no one was there to save you.

      With these newer games that are horror survival, there's usually a secondary character watching over you, so there is that chance they might save you even th
      • Re: (Score:3, Insightful)

        The thing about Doom is we felt alone. There were no computers to read dialog, no diary's, no nothing. It was you, a weapon, and a shit load of monsters. The feeling of being a world by yourself gives you a sense of helplessness, even though you knew you could beat blast the monsters away, if you got caught with no ammo, no one was there to save you.

        I agree with the second part, but disagree with the first part. Some games get scarier when you know more about the story.

        Watch this little game [youtube.com]. Project Firestart is over 20 years old and it still scares the crap out of me.

        And what to say about the Silent Hill games? Having to kill your best buddy to survive, the possibility of you actually being insane, etc. How about this: You're trapped trying to get a door open, and there's a key on the other side. You crawl to try to get it, and guess what? A spoiled

    • by Haoie ( 1277294 )

      Doom 2 [and 1] wasn't designed with 'scary' as a primary goal. Keep in mind this was during the mid 90s, before Resident Evil made survival horror popular, and apparently invented the term "survival horror".

      And yes I'm aware of Alone in the Dark and some other predating it.

    • Re:Maybe it's me (Score:4, Insightful)

      by LurkerXXX ( 667952 ) on Thursday October 16, 2008 @11:32PM (#25408687)

      That was the one thing I didn't like about Bioshock. There wasn't any penalty for getting your character killed. Otherwise it was a very creepy/scary game. That removed a lot of the potential tension.

    • I think how much it scares you depends heavily on your imagination. I used to read "Choose Your Own Adventure" books and get scared, afraid of what would happen to me if I made the wrong decision. I also think the story of the game matters much more than special effects.
    • Re: (Score:3, Funny)

      by Cylix ( 55374 )

      Back in the day...

      Whenever I GM'd, it was all about survival, in fact it wasn't a successful game unless someone died.

      I was not exactly sadistic, but there were logical and very simple ways of avoiding death. It just so happened that everyone was a complete moron.

      Once, I even let them build a fortress (with traps), free of charge. Sure enough, someone fell into the pit of spikes.

      Good times!

    • Re: (Score:3, Informative)

      by PMBjornerud ( 947233 )

      But, if I am not afraid to die, to lose something I've worked for, I'll just think it's cool.

      Give me that tension. Make losing my character be a significant loss. Then, those dark rooms, eerie creeks and nervous silences just might make a bit uncomfortable.

      If I stretch that a bit, you're basically stating that horror movies or literature cannot exist. It does, so I claim you're wrong.

      Losing playtime is about the hardcore / casual divide. You are correct that it can add a bit of extra tension to the game, but for many people (me included) it is just mindbogglingly annoying and ruins a game more than anything else.

      You mention immersion, and you're right. And for me, worrying about save spots, backtracking safe areas to save, and reloading for the nth time break

    • If you want scary games, here's a few (not entirely today, but relatively recent) titles.

      And no, I'm not meaning the "shit will jump out of windows" stuff.

      Grab your Gamecube or Wii and play "Eternal Darkness." With the lights off. And let your sanity meter get a little low, just to have some more fun.

      Go into Thief 3 and play the "Cradle" stage. THAT was fucking scary. Not only that, it did it with ATMOSPHERE and not just "OMG ammo starvation and stuff jumping through windows."

      If you want to make a horror ga

    • Re: (Score:3, Informative)

      by gknoy ( 899301 )

      I haven't gotten the chills from a game since Doom2. Thinking back, I wonder if now I would get the same feeling. I guess part of it's realism, but as/more important is the immersion. I've not been able to turn up the volume, shit the door and leave the real world in a while.

      My biggest problem is that many developers mistake fear with being startled. The game engines often "cheat" (especially the Doom series), spawning enemies, etc. It's easy to go too far -- witness Doom3. Ironically, F.E.A.R. did this

  • Problems.... (Score:4, Insightful)

    by Darkness404 ( 1287218 ) on Thursday October 16, 2008 @08:18PM (#25407685)
    The problem in making a good survival horror game is that people just aren't scared anymore. We are used to movies with blood everywhere and body parts flying in every direction. Mix that in with the current technology of load times and lag and a survival horror game just isn't going to work. Granted, you can make a fairly good and creepy game, but the tactics that worked in the past aren't going to work today.
    • Re:Problems.... (Score:5, Insightful)

      by houstonbofh ( 602064 ) on Thursday October 16, 2008 @08:27PM (#25407743)

      The problem in making a good survival horror game is that people just aren't scared anymore. We are used to movies with blood everywhere and body parts flying in every direction. Mix that in with the current technology of load times and lag and a survival horror game just isn't going to work. Granted, you can make a fairly good and creepy game, but the tactics that worked in the past aren't going to work today.

      But that isn't scary, just nasty... Some of the scariest movies of my life had little or no gore. Now that have traded dread for surprise and shock. I wild love to have some good old fashioned Dread back. This might be it. I just hope the DRM is not the scary part of the game!

      • by evanbd ( 210358 )
        Exactly. The horror genre has become obsessed with gore. The more you show the audience, the more they know, the less frightening it is. You need to put enough on screen to make it clear there's something to be afraid of, but then let fear of the unknown take over. There is *nothing* you can put on the screen that will outdo my imagination for making me afraid.
        • Re: (Score:3, Insightful)

          by PunkOfLinux ( 870955 )

          I have to say that the Silent Hill games are WONDERFUL for this. Look at the first game (i believe, *may* be 2). As you're entering town, you see just a streak of blood on the road. That's *it*. I remember seeing that, thinking "shit."

          Silent Hill games are, honestly, some of the best in the genre. Also, Fatal Frame games are good. Freaky as fuck.

      • by Khelder ( 34398 )

        I agree. SS2 was pretty scary. If you want creepy, trawl the web for Zork: Nemesis.

        One of, if not the, scariest movie for me was The Shining (the earlier one, with Jack Nicholson). There's very little gore (altho, ok, a fair amount of blood at one point), and fewer than 5 people die. But it's really suspenseful, and scary.

    • Re:Problems.... (Score:5, Insightful)

      by Scutter ( 18425 ) on Thursday October 16, 2008 @08:27PM (#25407747) Journal

      The problem in making a good survival horror game is that people just aren't scared anymore.

      The problem is that we're tired of producers confusing "scaring" us with "startling" us. How many times did something jump out of the dark at you in Doom 3? Don't you remember playing 95% of the game switching between your gun and your flashlight and constantly entering rooms backwards because you knew the monster was going to come out of a hidden door behind you? That's not scary, it's just annoying as hell.

      You look at recent horror films like The Ring (setting aside that it wasn't a very good movie). That movie was scary as crap, and the director did it by actually scaring you.

      • Re:Problems.... (Score:5, Insightful)

        by ucblockhead ( 63650 ) on Thursday October 16, 2008 @08:36PM (#25407783) Homepage Journal

        Exactly. What made "F.E.A.R." great at this wasn't the "startle" moments, or the gore, but scenes that created an air of foreboding. For instance, you walk down a dark hallway and see a vague shape jump around the corner. Go around the corner, and there's nothing there. *That* is what creates the feeling of impending doom, not the fifteenth iteration of "turn lights off, open up closet behind player containing monsters".

        I stopped playing Doom 3 when I realized that I had developed an instinctual tick of turning around and firing every time the lights went out.

        • by houstonbofh ( 602064 ) on Thursday October 16, 2008 @09:07PM (#25407977)

          I stopped playing Doom 3 when I realized that I had developed an instinctual tick of turning around and firing every time the lights went out.

          All the time, or only in Doom? Remind me not to follow you at night...

          • by IorDMUX ( 870522 ) <mark.zimmerman3@gm a i l . c om> on Friday October 17, 2008 @01:46AM (#25409271) Homepage
            Hey, as long as you're taking requests, please don't follow me at night, either. It kind of creeps me out.
        • Good thing you didn't see the sequels. Creepy to a certain degree but repetitive too. Also no one's mentioned "condemned" which ran on the same engine as F.E.A.R..

        • by RuBLed ( 995686 )
          Ahh.. F.E.A.R, I remember that, one of the few games I kept reminding myself that I don't have to empty my clip everytime I turn a corner or see an apparition. One of the few games where the environment is scary but not necessarily dark. I like to see more games like this, or even events where you left your gun here but you turn around, it's gone.
        • Re: (Score:3, Interesting)

          by ender- ( 42944 )

          Exactly. What made "F.E.A.R." great at this wasn't the "startle" moments, or the gore, but scenes that created an air of foreboding. For instance, you walk down a dark hallway and see a vague shape jump around the corner. Go around the corner, and there's nothing there. *That* is what creates the feeling of impending doom, not the fifteenth iteration of "turn lights off, open up closet behind player containing monsters".

          I stopped playing Doom 3 when I realized that I had developed an instinctual tick of turning around and firing every time the lights went out.

          I never played F.E.A.R, but I got this same feeling playing Quake 4. There was still some of the Doom3-like 'stuff coming up behind me' moments, but there were a few parts of Q4 that just scared the crap out of me.

          Like the one level where you're crawling around in some sub-level [not quite a sewer and not quite a dungeon]. It's mostly dark, with some light shining in from the grates above you. As you're walking along trying to find your way out, you hear something skittering about going down different hallw

        • Re: (Score:2, Funny)

          by paniq ( 833972 )

          I stopped playing Doom 3 when I realized that I had developed an instinctual tick of turning around and firing every time the lights went out.

          this could become a bit unsettling in intimate situations. i hope that your girlfriend loves you anyway.

        • Lovecraft (Score:4, Insightful)

          by PMBjornerud ( 947233 ) on Friday October 17, 2008 @01:31AM (#25409211)

          but scenes that created an air of foreboding. For instance, you walk down a dark hallway and see a vague shape jump around the corner. Go around the corner, and there's nothing there. *That* is what creates the feeling of impending doom

          You are spot on. Horror is foreboding, knowing that something bad is going to happen, just not knowing exactly how or when.

          I'll make a reference to H.P.Lovecraft. Arguably the most famous horror author, and basically all his stories starts with telling you how awful everything went in the end. Then he starts describing exactly how it happened and why it couldn't be avoided.

        • F.E.A.R.'s music also helped out a lot with that regard as well. To be honest, that game had my senses all a tingle to the point I could only play it for 30 minutes at a time at most.

      • Re: (Score:3, Insightful)

        by westlake ( 615356 )
        The problem is that we're tired of producers confusing "scaring" us with "startling" us. How many times did something jump out of the dark at you in Doom 3?
        .

        H.P. Lovecraft at his best could chill you to the bone with nothing more explicit than an overwhelming sense of age and power:

        That the closer you came to the heart of things, the more likely you were to go utterly and irretrievably mad.

        Hitchcock, working in another genre, always knew that the fuse hits the audience harder than the bang - which, in th

      • That's not scary, it's just annoying as hell.

        I beg to differ. Doom 3 scared the shit out of me. I could only play it for 15 minutes at a time, tops (I never did finish it because of that). I remember my roommate earning my eternal wrath by startling me while I was playing Doom 3. Far from being "not scary" and "annoying as hell", Doom 3 was an intensely scary game.

        • I agree - there were parts where I was low on ammo, critical health, and completely convinced that - if the situation were real I should consider rolling into a ball and not going any further. I literally had to reach down, "suck it up", and get angry to make myself power through the tough parts. The whole game wasn't like this - just some parts. But those well-orchestrated pieces are what made the game, not secret trap door #12.
      • You look at recent horror films like The Ring (setting aside that it wasn't a very good movie). That movie was scary as crap

        Why does everybody keep saying this?!

        • Re: (Score:2, Informative)

          by Rennt ( 582550 )
          I never know if people are talking about "Ring" the original Japanese version (freaking scary) or the American remake "The Ring" (redundant and stupid). Check out the Japanese version for insane chill factor.
      • The first hour or two of Doom 3 were genuinely creepy. There was this sense of foreboding That made me reluctant to keep playing. It was an interesting sensation, stopping in some part of the complex, knowing that it was relatively safe and feeling some level of relief, but imagining what the hell might be going on elsewhere. The voices early on were extremely unsettling. Curiosity, however kept me going because I thought that all those elements were hinting at the coming story. Unfortunately, that never ca

      • The Ring (original Japanese version) is a master example of horror build up towards the end. Throughout the movie atmosphere gets thicker all the time, without really letting the watcher to relax. The sequence where the girl crawls through the TV truly rises some hair in your back.

        I think that's what horror games should also aim for: The slow buildup of tension, and not Doom 3 like "enter room, kill baddies, leave room" kind of repetition.
    • Re:Problems.... (Score:5, Interesting)

      by WDot ( 1286728 ) on Thursday October 16, 2008 @08:52PM (#25407887)
      I disagree with the idea that people aren't scared anymore. Horror is like humor, it has to be surprising to be effective. The first part of Doom 3 was scary for me because I was caught off guard when stuff jumped out at me. But eventually I learned to constantly watch all sides and I got pretty fast at switching between gun and flashlight. The problem was there were monsters in EVERY ROOM. I could even accurately estimate how far I would get into a room before I was attacked. There was one good level, and it went like this: for the first third or so there were no monsters, just creepy ambient sounds and dark rooms. When a gasket blew it scared the hell out of me because I felt uneasy the whole time. I saw shadows crawling across the ceiling, but nothing was alive. I was hoping Doom 3 did that more, but it went back to pure monster closets afterward.

      I'm not a horror connoisseur, but the scariest game I've played thus far is the Afraid of Monsters mod for Half Life. I gave up on the game before I even fought a single monster. Why? Because as soon as the 2nd level loaded I felt incredibly unsafe. There were tons of doors around me, in front of me, and behind me. Any one of them could spew out a bunch of monsters. But none did, yet. The worst part was the ambient sound that kept me completely uneasy. It wasn't obvious stuff like monsters or whatever, it was just a carefully crafted sound that made me uncomfortable the entire time I played. To compound the issue, I wasn't a superpowerful space marine. In the game I was an unarmed drug addict who was hallucinating. Even in broad daylight, with other people in the house, I just couldn't bring myself to play it. I tried several 2 minute plays before I gave up. It was too scary for me. I never saw a single monster. That is good horror.
      • There were tons of doors around me, in front of me, and behind me. Any one of them could spew out a bunch of monsters. But none did, yet. The worst part was the ambient sound that kept me completely uneasy. It wasn't obvious stuff like monsters or whatever, it was just a carefully crafted sound that made me uncomfortable the entire time I played. To compound the issue, I wasn't a superpowerful space marine. In the game I was an unarmed drug addict who was hallucinating. Even in broad daylight, with other people in the house, I just couldn't bring myself to play it. I tried several 2 minute plays before I gave up. It was too scary for me. I never saw a single monster. That is good horror.

        Ah, "horror game". So that's what the kids are calling it nowadays...

      • Comment removed based on user account deletion
      • There was one good level, and it went like this: for the first third or so there were no monsters, just creepy ambient sounds and dark rooms. When a gasket blew it scared the hell out of me because I felt uneasy the whole time. I saw shadows crawling across the ceiling, but nothing was alive. I was hoping Doom 3 did that more, but it went back to pure monster closets afterward.

        Yes, as far as I remember, this is the first "Delta Labs" level. I do think there was another scary and eery sequence in Doom 3,
  • Some idiot called this a "space shooter". If this is a space shooter then so was Doom 2.

    Freelancer [microsoft.com] is a space shooter.

    • It's actually a third-person shooter, not a first person shooter - but you're right, it's definitively not Freelancer or Descent or X-wing vs. Tie Fighter or any of those other such awesome games. Though I've played Dead Space and it is a very cool game in its own right.
  • Sudden appearances and loud noises do. I've seen all the car wrecks and war images you can see, but loud noises and mixed with strobe lights can get me every time. If Dead Space relies on Gore to scare people, it just won't. On the other hand, if they are using lighting and sound to scare you, then, from my perspective, they're doing their job right.
  • by GrpA ( 691294 ) on Thursday October 16, 2008 @08:27PM (#25407745)

    Dead Space I can handle.

    GrpA

  • fff (Score:5, Insightful)

    by ghostunit ( 868434 ) on Thursday October 16, 2008 @08:34PM (#25407777)

    Silent Hill 2 ... its weakness was that it sprawled thematically, leaving many loose ends, unanswered questions, unclear conclusions and unrelated elements.

    That was not a weakness, it was one of its main strengths! The ambiguity of the story makes the viewer think and wonder about just what was it that was seen. And it does so in a masterful way, provoking interesting thoughts and interpretations on the part of the viewer. Not to mention that uncertainty is a key element of suspense and fear.

    On a side note, this kind of attitude of wanting everything spoon-fed and explained is very lazy and too typical of people who just want to sit in front of a box to be entertained for a set amount of time. That's entirely different to wanting a piece of art that lingers in the mind long after experienced.

    • Ambiguity and loose ends are for romance novels, not horror/sci-fi stories.

      this kind of attitude of wanting everything spoon-fed and explained is very lazy and too typical of people who just want to sit in front of a box to be entertained for a set amount of time.

      Before you get all high and mighty, we're still talking about Silent Hill - the movie, right?

  • Call of Cthulhu (Score:4, Informative)

    by nawcom ( 941663 ) on Thursday October 16, 2008 @08:49PM (#25407861) Homepage
    I'd say this is the last game that scared the shit out of me. The fact that you don't have any health bar, and that your vision, hearing, and even your heartbeat and breathing pace are affected by the situation can really frighten you. I don't think this game got enough credit. I still haven't finished the game yet.

    Here's a nice 10 minute video that gives you the general feeling of the whole game. (minus the 320x240 resolution and lossy quality of course). If you get bored skip to the middle.http://www.youtube.com/watch?v=0Vs-7_JlzJg [youtube.com]

    • That game would be scarier if you could figure out what to do easier. Even still, the running from the hotel room and the ship level were pretty damn awesome.

      • I forgot to mention, the shoggoth was pretty boss as well.

      • Bingo. I would have beaten CoC if I'd been able to figure out what to do, but as it was half the time I was just wandering lost - and if I'd gotten a walkthrough it would have ruined the immersion.

        Scary is Vampire Bloodlines, the perfect mix of brutal violence, creepy lighting, and, lots and lots of tense moments. Too bad most of the scary stuff was scripted so it became less so on the third and fourth play throughs (still that Hotel gives me the creeps)

    • CoC started out amazing. But then it turned into just another FPS.

      More of the game should have been about sneaking around and running for your life when things go bad. You don't kill your enemies in CoC - they kill you!

      • Re: (Score:3, Funny)

        by Fred_A ( 10934 )

        You don't kill your enemies in CoC - they kill you!

        So it's kind of like a Russian FPS then ?

  • Meh. (Score:2, Insightful)

    I liked this game better when it was called Doom 3.

    At least then the graphics were cutting edge, instead of 3-4 years out of date.

    Not that graphics are the end all, be all of a game. But this game has the same plot as every doom (and doom clone) ever made.

    • WAIT, Doom had a plot? Doom CLONES had PLOTS?? What was it, "shoot monsters, go to hell, shoot more monsters?"

      I don't think you're really being fair. This is sort of like saying all vampire movies have the same plot. "Vampires terrorize general area, go to vampires' domain, kill the vampires." It's true!

      This game has a little more depth than that. There are some nice animated comic strips for free on the PSN if you're interested. I don't recall any zombies or going to hell being involved...

  • ...that I got from playing the original Doom and other FPS's with tons of blood and gore after that. I wish I had never played those games beyond the first menu screen, because I'll never get that time back. And there's a part of my mind that will always know what dismemberment looks like from 30 different angles (or in the case of Doom, one very pixelated angle). I just don't think that's very cool anymore...too much crap happens while people sit by an accept it without doing anything positive or optimisti
    • I've been thinking, are we really desensitized, or have games been getting a lot tamer since Doom and Quake's time?
      Personally, I'd rather see some cheap pixilated gore than a whole limp body slung 50 freaking yards by a rocket. It just doesn't look right :\

      I don't understand it.. it's perfectly fine in the movies, but it's wrong in video games?

      • by stdarg ( 456557 )

        I was playing Gothic 3 for a while last weekend and felt a bit of re-sensitization going on. I was playing as a rebel, but all the towns at the beginning are controlled by orcs and their human mercenaries. You go into the towns, meet the people (they don't know you're a rebel), do quests for them, etc. Then you kill them all and liberate the town. It actually made me feel like a real bastard.

  • ...you are in danger of being eaten by a grue.
  • ...because they're interviewing "producers", not "game designers." Yeah, I've been there before. 'nuff said.

    Still, looks like a good game. I'll never buy it on the PC, of course. I'll have to think hard about whether I want to support them by purchasing the Xbox game.

  • by Ender77 ( 551980 )
    The only game that really scared me was the original Aliens Vs Predator game. Playing as a marine in those dark corridors, hearing hissing, and seeing/hearing the blips on the radar gun just freaked me out.
    • This game is very well done; however, the marine experience gets significantly less scary as soon as you get the gun that auto-aims. You quickly get the feeling that even if you are taken up by surprise, you can spread bullets and kill the aliens even if you do not see them correctly.
  • by AmberBlackCat ( 829689 ) on Friday October 17, 2008 @12:01AM (#25408819)
    Super Mario. When they play that sound that shows you are running out of time to complete the level and then the music plays fast, rushing you and you know you're nowhere near the end of the level. I can't go on.
  • Hey, face? You know what? Fuck you, I'm going to cut my nose off, how you like THEM apples?!?!

    The tags about DRM, defective by design, don't buy it... It's an important issue that needs to be adressed, but for the love of God, this is not the way to do it. If you're going to boycott, then boycott, don't just go online and rant about how people shouldn't buy it. Get organized. As such, you're at best going to annoy a PR grunt, not get one of the decisionmakers at the top of EA to quit using DRM. If you

  • If you see someone talking about SS2, well that is just because they are to young to know better.

    The trick for me to make a scary game is NOT darkness or making the player helpless but rather to give him just enough power to be cautious. Give me a grenade that I can use to clear a room, killing everything in sight, but I got ONE grenade, and there are 5 rooms. When do I use it. Now, in the first room or save it for monsters yet to come. Are there monsters beyond this room. Do I use the health potion now o

    • If you see someone talking about SS2, well that is just because they are to young to know better.

      System Shock had a better plot, I think, but it wasn't as scary.

      The trick for me to make a scary game is NOT darkness or making the player helpless but rather to give him just enough power to be cautious. Give me a grenade that I can use to clear a room, killing everything in sight, but I got ONE grenade, and there are 5 rooms. When do I use it. Now, in the first room or save it for monsters yet to come. A

  • Left 4 Dead [l4d.com], Valve's latest creation, is being marketed as a survival horror co-op FPS. With zombies. Does that count? It looks good, but we'll see.
  • More importantly, what DRM will be stealthily included when you install this EA game?

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