Dead Space 3 - Part 1

I wish someone would've asked him actual questions about the ending, like WTF!
 
Please. Take us back to dead space 1 atmosphere. It's time to get a new protagonist, and tell a new story
 
Please. Take us back to dead space 1 atmosphere. It's time to get a new protagonist, and tell a new story

All dead space games had the same atmosphere. Derelict space ships, helpless situations. Monsters jumping out of grates etc.
 
Yeah, in order to get the Dead Space 1 "atmosphere" you'd just need to play a brand new survival-horror game. The surprise element is gone, you know what the games are about now. I'd rather a continuation of Isaac Clarke's story. Finish it.
 
finish what exactly? The first dead space game felt like a survival horror, then the next two felt, like action games.
 
I don't think you can keep making the same game over and over again. You have to evolve the franchise and open up the world.

I mean you probably could do other protagonists. There have been other Dead Space things that follow other characters. But there are still so many unanswered questions.

If they just want to wipe the slate clean and say, "Necromorphs win. Earth is schoobed, we are starting over again..." well I mean...not sure that would work.
 
finish what exactly? The first dead space game felt like a survival horror, then the next two felt, like action games.

I hear that a lot and it's false. There is nothing survival horror about the orig Dead Space. You still shoot a monster in just about EVERY hall way. Not sure why people mistakingly keep thinking Dead Space was something it wasn't. The only thing that changed in the later games was they featured a few more large scale set pieces, which I agree might of been too big, but that 1st game still had action at every turn. The difference there was we just didn't know what to expect in each hallway, by the 3rd game, we've all killed hundreds of necros. We knew what to expect
 
It felt more survival. Walked around with your plasma cutter more. In the sequels, it's like you had a machine gun that never stops firing and a constant wave of enemies. A mix between the first and second would be the perfect balance.
 
It felt more survival. Walked around with your plasma cutter more. In the sequels, it's like you had a machine gun that never stops firing and a constant wave of enemies. A mix between the first and second would be the perfect balance.

Yea I can see what ya mean. I think that was a natural evolution though. In the first game you were in a situation you weren't prepared for with weapons that weren't designed for killing while facing an enemy you've never encountered before. For all intents and purposes the player WAS Isaac Clarke. With the second game and deff by the 3rd game, we as the player and Isaac had killed a bunch of necros.
 
It felt more survival. Walked around with your plasma cutter more. In the sequels, it's like you had a machine gun that never stops firing and a constant wave of enemies. A mix between the first and second would be the perfect balance.

That's because there WERE machine guns.:oldrazz: Hell even the first game had a military weapon, and fully upgraded, it was practically the best.

And I always liked that. Don't get me wrong, I love all the tools, but if I was in a crazy situation like Issac, I'd do my best to find an actual military weapon made for killing.

Pulse rifle and seeker rifle set up FOREVER.
 
I hated how it was forced coop. Rather than just playing as Carver when the options comes up to play.

I never did them.
 
I hated how it was forced coop. Rather than just playing as Carver when the options comes up to play.

I never did them.

It wasn't forced co op tho. If you played by yourself Carver wasn't there. He only showed up next to ya if there was someone playing along. Resident Evil 5 has forced co op for example. DS3 handled the co op about as well as you can.
 
It wasn't forced co op tho. If you played by yourself Carver wasn't there. He only showed up next to ya if there was someone playing along. Resident Evil 5 has forced co op for example. DS3 handled the co op about as well as you can.

It is forced co-op, when you can't play whole sections of the game without a partner.
 
It is forced co-op, when you can't play whole sections of the game without a partner.

Those sections are designed for co op though. They revolve around two players. They lose some of their atmosphere if tackled solo. It's still not forced co op as if you play solo, you play solo, there's no partner, either AI or human.
 
It wasn't forced co op tho. If you played by yourself Carver wasn't there. He only showed up next to ya if there was someone playing along. Resident Evil 5 has forced co op for example. DS3 handled the co op about as well as you can.

Hell, that's what they could have done. Rather than go for coop, when you get those points, you play as Carver, the perspective could switch.

I just wasn't an fan of how you had to be online and play with someone else to do Carvers missions.

*shrug*

But this is all repeated stuff.

Dead Spade 4 plz.
 
Hell, that's what they could have done. Rather than go for coop, when you get those points, you play as Carver, the perspective could switch.

I just wasn't an fan of how you had to be online and play with someone else to do Carvers missions.

*shrug*

But this is all repeated stuff.

Dead Spade 4 plz.


Yea I see what ya mean. I thought the coolest thing about the carver missions was that your human partner saw stuff you didn't. That's lost if ur by urself.

None of the missions really added much tho, they only added stuff to carver, which if you were playing solo, he wasn't all that important a character.
 
I thought those moments with Carver were brilliant. Like if you are Clarke in those moments, he's seeing Carver interacting with nothing and going batty.
 
I thought those moments with Carver were brilliant. Like if you are Clarke in those moments, he's seeing Carver interacting with nothing and going batty.

I thought what made those so neat were the fact that my buddy was freaking out on the other end of the mic going 'what do we do, what do we do!?' and im like 'man what are u talking about, im just sitting here, nothing is going on'.
 
So what was the best most powerful gun craft you guys designed?
 
Just played this with a friend again. We purchased it a long time ago when it was on sale, and had only played 2 hours. We continued from where we left off, and another 3 hours later, I stopped giving a damn about those occasional shock moments. The game is just an exercise in frustration sometimes.
 
So what was the best most powerful gun craft you guys designed?

I crafted this pulse rifle with a rocket launcher attachment that just worked great for me. My other weapon was a Flame Thrower with Saw attachment for those up close situations. I prefer to take the necros down BEFORE theyre right on top of me, so id tend to stick with the weapons that could cut em down from a distance.

I stopped giving a damn about those occasional shock moments.

Thats been my biggest gripe with the entire series. 2 did a better job at its pacing, but this one and DS1 were CONSTANT shock scares, that by an hour in, you were completely desensitized to it. I honestly ended the first Dead Space game not expecting to return to the series.
 
So what was the best most powerful gun craft you guys designed?
I remember making a pretty formidable combo machine gun with a high rate of fire and maxed out damage coupled with a rocket launcher that had an acid attachment that was pretty helpful against those larger alien necromorphs.
 

Users who are viewing this thread

Back
Top
monitoring_string = "afb8e5d7348ab9e99f73cba908f10802"