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Dead Space Highlights Disparity Between Plot and Gameplay 87

Gamasutra is running an opinion piece praising recent horror-action game Dead Space for its pacing and gameplay while simultaneously criticizing the plot and the attempts to scare the player. Quoting: "What Dead Space is, is carefully and stylishly unoriginal. You'll love playing it, but when you aren't playing it, it's hard to say what's so great about it. It has some really great set pieces, some sweet effects, solid gameplay, an amazing interface and that's all. Anything and everything having to do with dialogue and story comes off as rote. ... You get the feeling the developer are trying very hard, though. When I see a dark shape in the distance, which turns and disappears, I don't get scared. I know he'll pop out of a vent later! Likewise, when I find a scientist who promptly slits her throat because of the horror, I just check for an item drop. None of the survivors ever surprise you and go hostile (which I think would have been a brilliant scare), so you never have to worry."
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Dead Space Highlights Disparity Between Plot and Gameplay

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  • by philspear ( 1142299 ) on Sunday November 30, 2008 @04:36PM (#25936037)

    As a scientist, I have to say I'm already poised with a knife to my throat in the event that that happens.

  • by Anonymous Coward on Sunday November 30, 2008 @06:35PM (#25937093)

    So perhaps maybe you would like to implement a feedback device that administers a jolt of electricity based upon the amount of damage received by the player?
    If it's for Xbox Live or PC gaming the game can keep track of damage/jolts then automatically contact 911 when a limit has been exceeded or if the player is no longer responsive at the controls.
    If the player quits they're asked "Are you feeling alright?" and then prompts with "Quit? [y/n]" to prevent contacting 911.
    Heck, implement another failsafe that if the player is below the threshold but close enough they're dissuaded from playing the game fro X number of days.

God help those who do not help themselves. -- Wilson Mizner