Dead Space

Please don't let the demo keep you from playing the game. I thought the demo was terrible, and it offers non of the ambiance and feel the full game gives you. The demo does the game no justice.

The controls are solid, gameplay is smooth, and its pretty creepy at times. A great horror/action game.
 
I haven't played this yet, but recently heard it was a lot like RE4 which has got me interested. Its coming out on Wii now as well, hmm which version to get.
 
If the wii version is going to be a port of the ps360pc version that i'd say get the pc or ps360 version. If its going to be a straight port it will get just like that zombie game capcom is working on (forgot the name). That you'll just get a wii game with tacked on controlls and gfx so horrible you'd want your atari 2600 back.
 
I'm absolutely in love with this game. It's refreshing to play a game that can use both psychological scares and the traditional "boo" moments.
I'm on CH 10 right now, and the growing frequency of whispers is just amazing. I love it.
 
I believe they used their own engine, which they also used in Godfather?
 
I'm absolutely in love with this game. It's refreshing to play a game that can use both psychological scares and the traditional "boo" moments.
I'm on CH 10 right now, and the growing frequency of whispers is just amazing. I love it.

The last 3 or 4 chapters really flow -- I ended up completing them in one sitting because I just couldn't put the controller down.
 
Sorry to butt-in here, I had this idea for a mini-game to unlock doors besides using up power nodes; I'm not going for exact realism, but I'm sure some of it makes sense. Anyways, I felt like sharing:


A set of capacitors need to be charged to different levels to unlock the door. I was thinking of regular keys and locks and how they work by pushing the metal bits to a certain height. So this by-pass key in sci-fi does something similar but with energy. :p

In the game, your character hooks up his suit to the door to provide this power or whatever gadget an engineer in the future might carry around. So on screen would be a number of columns depicting the charge level of a particular capacitor and an indicator of how much charge is needed for each. The player can do them in any order. Press button to start charging, and press button to stop charging in order to charge a different one.

The player is able to overshoot the target but must not reach the maximum for fear of overloading. Overshooting the target below the maximum is fine because the capacitors will actually begin to discharge when you move on to another capacitor; by the time you get to the "last" capacitor, the first one you did might have fallen below the target level. Imagine that the character can only hook up to one cap at a time and this is for security reasons, exactly why you would be doing this. :p So timing is important.

If you hit the maximum charge, there is a general overload and the circuit panel blows. No more chances. That's your trade-off for a power node I guess. If a prior capacitor falls below the allowable charge, you have to start over. More difficult locks will have more bars to charge or varying rates of charging/discharging.

Other thoughts regarding more complex stuff (pun intended ;) ): Resistors could be used to slow down rates of discharge or even slow down the rate of an unwieldy charging rate. Inductors in this system could be used to produce magnetic fields to induce charge in a neighbouring capacitor for charge management... Let's say the player overshoots the target, place an inductor. As the charge decreases, it induces a charge in the next-door capacitor which might have a faster rate of discharge... so the upshot is that while one is discharging, it's helping to keep another charged appropriately or slow down that discharge indirectly.

Anyone following? Maybe too complex... lol

Just to be explicit, all of the bars need to be in the target charge zone in order to unlock.

/ electrical engineer mode
 
...I followed some of that...I think? It may be easier to just hide key's around the different area's, or use kenesis to move tumblers or dip switches to over-ride the door lock?
 
...I followed some of that...I think? It may be easier to just hide key's around the different area's, or use kenesis to move tumblers or dip switches to over-ride the door lock?

Extra challenge! And it's an excuse to apply some engineering knowledge. :p
 
I have two more playthroughs I think :( Gotta get the Insane mode, and kill tons of enemies with different guns (and that stupid pengs treasure!).
 
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