Author Topic: Dead Space Extraction  (Read 159154 times)

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Offline GoldenPhoenix

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Re: Dead Space Extraction
« Reply #350 on: March 21, 2009, 09:30:27 PM »
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HD grit style for what have essentially been fairly "empty" rooms.

So like Killer7, except DSE actually has good visuals?
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Offline NinGurl69 *huggles

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Re: Dead Space Extraction
« Reply #351 on: March 22, 2009, 05:44:28 AM »
Nowhere did I imply Dead Spinoff looks good, and killer7 doesn't have HD grit style, so you're wrong on both accounts.

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« Last Edit: March 22, 2009, 05:48:16 AM by NinGurl69 *huggles »
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Offline BeautifulShy

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Re: Dead Space Extraction
« Reply #352 on: March 23, 2009, 04:51:48 PM »
A couple more details.

- branching paths
- slower-paced sections with minor movement
- puzzle elements that utilize Wiimote controls
- Wiimote speak plays audio logs
- twist wiimote to activate alternate firing mode
- shake Wiimote to activate glow stick
- adjust ‘head bobbing’ camera feature
- shoot during zero gravity
- health/ammo shown on reticle
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Offline BlackNMild2k1

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Re: Dead Space Extraction
« Reply #353 on: April 08, 2009, 08:57:56 PM »
IGN has impressions and new videos
Quote
- It's been nearly two months since Electronic Arts let slip that its Dead Space franchise would be continuing on the Wii in an original title designed for the strengths of the platform. Early last week Electronic Arts invited me down to its studio to check out a work-in-progress version of Dead Space Extraction in action. And I've walked away from this short demonstration incredibly impressed with what the team has done on the Nintendo console. The game looks stunning.
Quote
In the demo there were opportunities to go different routes – at specific points in the action a glowing line on the ground would branch off into two directions. To choose a path, you simply aim at the glowing line and click on it. According to the developers, there will be plenty of forks in the pathing to change direction and experience different parts of the level. There are also several puzzle elements that will stop your progress – in the demo, the player needed to complete a circuit board connection by dragging the on-screen reticule along an electronic path in a quick motion, without touching the red surface.

During some parts of the game you'll wander into areas that aren't well lit, and that's where the game's newest addition comes into play. The "Glow Worm" is an accessory that's essentially a tube of phosphorescent chemical that will illuminate the area in a shade of green. The effect is temporary, so you'll have to keep shaking the tube by – how else – shaking the Wii remote to keep everything lit up. Keep in mind that while you're shaking the remote, you can't shoot your gun, so there's a bit of strategy involved: is it worth putting yourself at risk by lighting up the area?
« Last Edit: April 08, 2009, 09:09:24 PM by BlackNMild2k1 »

Offline ShyGuy

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Re: Dead Space Extraction
« Reply #354 on: April 08, 2009, 09:01:54 PM »
The video was decent looking. I still think Conduit looks better, but we haven't seen much of DS:E They mention branching paths alot, if the game has a ton of them ala Killer7 it may be more immersive than something like HOTD:OK

Offline NinGurl69 *huggles

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Re: Dead Space Extraction
« Reply #355 on: April 08, 2009, 09:08:34 PM »
The Conduit looks better and isn't a "guided" shooting game.  There goes IGN again on and on about visuals.  Taking freedom away from the adventure game should easily mean there's resources in the system to throw at visuals, but what about the gameplay?  This is where those "strengths" come in, RIGHT?

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Offline BlackNMild2k1

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Re: Dead Space Extraction
« Reply #356 on: April 18, 2009, 01:52:53 PM »
New details

- game starts right before the mysterious Red Marker is released
- a few chapters are spent escaping the colony for the planet-cracker Ishimura
- from here, the game runs parallel with the animated feature
- Extractions’ final scenes run together with a critical moment in the first Dead Space
- same team from the original working on this game

I know some people didn't like the movie, but it was actually better than alot of the horror films that I've seen in the past few years(that would be alot). Its also good to now that it overlaps into the first game too.

Offline EasyCure

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Re: Dead Space Extraction
« Reply #357 on: April 19, 2009, 02:51:16 PM »
New details

- game starts right before the mysterious Red Marker is released
- a few chapters are spent escaping the colony for the planet-cracker Ishimura
- from here, the game runs parallel with the animated feature
- Extractions’ final scenes run together with a critical moment in the first Dead Space
- same team from the original working on this game

I know some people didn't like the movie, but it was actually better than alot of the horror films that I've seen in the past few years(that would be alot). Its also good to now that it overlaps into the first game too.

it'd be good for wii only owners if we had the first game to experience... or else these overlapse won't have the same impact.
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Offline Stogi

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Re: Dead Space Extraction
« Reply #358 on: April 19, 2009, 03:30:01 PM »
That's a good point; however, I imagine that if this game performs well, they we'll have more of an incentive to bring the original to the Wii, therefore giving us Wii owners probably the best way to enjoy the story.

It could happen.
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Offline BlackNMild2k1

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Re: Dead Space Extraction
« Reply #359 on: April 19, 2009, 04:28:15 PM »
NPC! Deadspace


but only if they bring it out way before they hope to release a Deadspace 2

Offline EasyCure

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Re: Dead Space Extraction
« Reply #360 on: April 19, 2009, 07:32:40 PM »
NPC! Deadspace


but only if they bring it out way before the release of Wii 2

fixed
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Offline NinGurl69 *huggles

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Re: Dead Space Extraction
« Reply #361 on: May 11, 2009, 11:40:43 PM »
DEAD FISH EXTRACT

>> Dead Space: Extraction * 480p / 60fps
February 2009 teaser trailer
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Offline bustin98

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Re: Dead Space Extraction
« Reply #362 on: May 28, 2009, 02:15:20 PM »

Offline BlackNMild2k1

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Re: Dead Space Extraction
« Reply #363 on: May 28, 2009, 02:29:35 PM »
I like the ass shot hey had on the girl putting on her space suit. But that isn't the entire first level. Its the 1st level of the E3 playable demo that IGN had.
If you read the interview that Stogi had linked to somewhere, they say that the space walking part is not in the demo but is in the final game, the demo skips it and starts again right after it.

You would also think that a flamethrower would light the room up alot better that its doing in this game. Could make it creepier to light a creature on fire and it kinda reveal all the other monsters hiding in the room from the light of the fire.
« Last Edit: May 28, 2009, 02:36:55 PM by BlackNMild2k1 »

Offline Pale

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Re: Dead Space Extraction
« Reply #364 on: May 28, 2009, 02:40:04 PM »
Man, what is with the vulgarity? I don't remember that level of vulgarity in the first game.
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Offline BlackNMild2k1

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Re: Dead Space Extraction
« Reply #365 on: May 28, 2009, 02:46:23 PM »
My only two gripes with this game at this point,
1)  is there is no dynamic lighting from things like the flame thrower and the electric beam, yet those same two things(fire and electric spark) emit light when they are found already present in the level.

2) Is the cursor is so large that you can't even see what you are aiming at on the screen unless the enemy is right up in your face.

Offline NinGurl69 *huggles

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Re: Dead Space Extraction
« Reply #366 on: May 28, 2009, 03:04:48 PM »
"2) Is the cursor is so large that you can't even see what you are aiming at on the screen unless the enemy is right up in your face."

This is one of the problems in REUC.
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Offline BlackNMild2k1

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Re: Dead Space Extraction
« Reply #367 on: May 28, 2009, 03:29:08 PM »
even the cursor in UC isn't quite as large. on my 21" monitor the cursor was like the size of a $.50 piece and close to a silver dollar. thats huge.

Offline BeautifulShy

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Re: Dead Space Extraction
« Reply #368 on: May 28, 2009, 03:42:32 PM »
I don't know if this was posted recently but September 29, 2009 is the release date for North Americans and October 2, 2009 is for Europeans.

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Offline BlackNMild2k1

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New Trailer: Terror Hides
« Reply #370 on: May 28, 2009, 07:29:59 PM »
A new trailer is up

Terror Hides

Offline DAaaMan64

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Re: Dead Space Extraction
« Reply #371 on: May 28, 2009, 07:56:57 PM »
The game looks good! I'll buy it
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Offline broodwars

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Re: Dead Space Extraction
« Reply #372 on: May 28, 2009, 10:06:00 PM »
Hmm, I had a lot of hope that this game would be good after playing through Dead Space a few months ago, but watching that E3 Coop Demo I have to say this game needs a lot of work.  For one thing, it just doesn't look like a whole lot of fun.  A lot of shooting enemies you can barely see who are 50 feet away, and who usually die before they get within 10 feet of you.  Also, is it just me or are the necromorphs not behaving properly?  In Dead Space, they'd usually pop out of vents or suddenly jump off the ground after pretending to be dead to rush at you.  These necromorphs just seem to shamble zombie-like from off screen and slowly walk towards you, giving you plenty of time to empty your ammo at them.  The game just doesn't look scary, which is a real failing for a first person horror game, and it may just be me but your teammates just seem a little too gung-ho for my tastes.  I don't know...I still have hope that this game will be good, but that footage isn't encouraging.
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Offline ShyGuy

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Re: Dead Space Extraction
« Reply #373 on: May 29, 2009, 01:40:55 AM »
Broodwars makes an excellent point. So far the game doesn't look very fun. The pacing feels off for a rail shooter. I honestly don't know why this wasn't an FPS. Right now it's a rental for me.

Offline broodwars

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Re: Dead Space Extraction
« Reply #374 on: May 29, 2009, 04:29:11 AM »
Broodwars makes an excellent point. So far the game doesn't look very fun. The pacing feels off for a rail shooter. I honestly don't know why this wasn't an FPS. Right now it's a rental for me.

I don't mind the slow pace of progress through the levels, as an important element of a good horror experience (and one that was present in the original Dead Space) is that there are periods of just atmosphere.  Getting attacked by enemies should be a surprise, a disruption of the status quo.  Thing is, there's no energy to any of the action sequences in that walkthrough, as neither the enemies nor apparently the characters are treating attacks with anything approaching drama or fear.  From the looks of the footage, the developers couldn't make up their mind whether they were doing a game in the more contemplative style (monster closets nonwithstanding) of the first Dead Space or in the "shooting gallergy" style of something like House of the Dead: Overkill so they tried to do both.  The end result seems to be a game that doesn't manage either style well and just comes off flat.
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