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bit-tech News: Dead Space

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Hi all,

 

We have just published a review of *Dead Space *for the PC. If you could

post a link on your site that would be very much appreciated.

 

*Link:*

http://www.bit-tech.net/gaming/2008/10/21/dead-space/1

 

 

*Picture:*

http://images.bit-tech.net/content_images/2008/10/dead-space/fp_img.jpg

 

 

*Quote:

*/Dead Space isn't an easy game to like and a lot of that is down to one

very simple thing; the controls. The root of those control problems?

Three words: it's a port.

 

That //Dead Space was designed as a console game is pretty obvious and

is evidenced by everything from the over the shoulder camera angle right

through to the absence of a quicksave button. Take heart though; it

isn't all bad.

 

Some console games have a design that can make the move to the PC

platform quite easily and for the most part //Dead Space is one of those

games. The camera angle, while normally used more for console shooters,

does a good job of limiting your field of view and making the game a bit

scarier. It also gives you the field of view to make dismemberment

easier. The savegame system works too -- it's a hallmark of the genre.

 

Even though the general design of the game has ported over just fine

though, there are still some technical issues which hold it back. Some

of these are little more than just occasional annoyances, like the load

times which are long enough that we have time enough to make a cup of

tea with two sugars but infrequent enough that we don't end up diabetic.

 

The controls however are a totally different matter; they are just plain

awful. They are sticky, unresponsive and stiff -- all of which would be

leading in to a very crude joke about necrophilia if we weren't such

serious journalists. Snigger.

 

Admittedly, the problem isn't as massive as it could be and once you get

to grips with the stiffness of the mouse then you won't have problems

with lopping off limbs with your lasers and lumps of lead -- but it'll

always be third nature rather than first or second. The problem isn't

only with the aiming either, it's with the navigation too as turning and

strafing isn't as smooth as you might expect it to be. It's clear the

game would just play smoother and easier if it was being handled with a

gamepad and not a mouse.

 

In the moment-to-moment gameplay, it isn't a huge problem. It's still

easily possible to shoot off legs, arms and heads and it's just as easy

to stomp those skulls and pistol-whip those alien beasties in the elbows

until the rotten limbs litter the floor. When you get into some of the

nitty-gritty though; the puzzles and areas, then it starts to become

more of an issue.

 

Take the zero-g rooms, for example. These areas could be fun and easy

and interesting as you run up and down the walls and explore the effects

and usefulness of directional gravity. Except it isn't like that at all

and you can't really run up and down the walls as you might hope --

instead you have to aim at and launch yourself onto certain surfaces./

*

 

*Cheers guys!

 

Tim Smalley

www.bit-tech.net

 

 

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