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Hopefire

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Hopefire

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#1  Edited By Hopefire
@Brodehouse: @Brodehouse said:
" There are more than enough wars in the Mass Effect galaxy to set multiplayer around.  Geth-v-Quarians in the Homeworld Battle, Turians-v-Krogan in the Rebellions, Turians-v-Humans in the First Contact War.  Mass Effect multiplayer should be judged on the quality of its execution, not its existence.  People who start getting snarky and derisive because a game has multiplayer that they've never played really bother me.  I remember Vinny actively campaigning that there be no multiplayer in Mass Effect 3, as if somehow adding a feature outside of the main campaign would ruin the game for him.  Maybe it would, Brotherhood and Dead Space 2 received nothing but Goddamn vitriol for daring to try something new. "
That's because multiplayer in those games felt like surgically adding a third nipple. It did nothing to improve the games, and even if an entirely different development team was working on multiplayer it's still game budget going to an unwanted and unnecessary use (i.e., the same dollars budgeted to the multiplayer team could have been budgeted elsewhere). Put it this way: say that EA effectively budgeted the equivalent of ten programmers for six months to create multiplayer for Dead Space 2. Now, imagine those same dollars being used to hire people to create extra maps for Dragon Age 2, so we didn't have the same damn five maps every time we entered a building.  
 
Adding multiplayer to some games sucks up dollars that are better spent elsewhere. And sometimes, it's better overall if the budget towards adding multiplayer to game A goes instead to adding content for game B. Or hell, even game A.For example,  I'd rather see eight different models for each species in ME3 than to see multiplayer in ME3. Again, while the people who would be working to program multiplayer are generally not the ones who would create models, the budget can be allocated to hire people that create models.  
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Hopefire

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#2  Edited By Hopefire

 
 
I suppose I can understand preferring silent protagonists, but my understanding is limited to a purely intellectual level. Kind of like how I understand how people can enjoy lobster, but my understanding is purely academic; I look at it and see and smell horrific  insectoid alien creature that I want no part of. But you can just go ahead and eat it if you like, I'll be in another room. I did enjoy the original Dead Space, more than I enjoyed Dead Space 2, but I don't attribute it to Isaac suddenly having the occasional line in Dead Space 2. The nature of his dialog was sometimes annoying - wisecracks helped break tension - but that he spoke was itself a positive change for me. The falloff from Dead Space to Dead Space 2 was more to do with level design and familiarity than it was to do with Isaac suddenly learning to talk .

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#3  Edited By Hopefire
@blake_brown said:

" @Jethuty:   I noticed that too, Stross breaking the 4th wall.  It was unsettling! "

I always just assumed that he was talking about his son, what with the talk about how he had grown and such. Strauss killed his wife and son, so I think that he saw them like Isaac saw Nicole.  
 
Regarding Ellie's voice, I didn't have a problem with it. I'm not fond of the accent, sounds Australian, but then again I seem to be the only person I know who doesn't find Australian accents sexy. She does do a good job of coming across as a good mix of determined and vulnerable, which helps her as a character. 
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#4  Edited By Hopefire
@ryanwho said:
" Horror comes from not knowing and the more questions they feel compelled to answer the less scary the world will be. "
I agree in part. A prime example on a small scale level is in the design of the original Dead Space, where excellent sound, lighting and decent level design resulted in never knowing exactly what was coming and when (at least, the first time through the game). On a larger scale, it makes things like The Others in A Song of Ice and Fire frightening enemies - we don't know exactly what they want, why they're coming, or how to stop them. In Aliens, the last hour or so was unrelenting, in no small part due to a general lack of knowledge of the overall situation; I think that Roger Ebert's review of it mentions he had to wait a week after watching it, because it so profoundly disturbed him and had wrung him out emotionally. Vietnam War films tend to play that up, which results in considerable tension as the soldiers trek through dark forests, knowing that they could be ambushed at any second. 
 
However, internal consistency has to be maintained to at least some extent. When you don't maintain internal consistency, the reader/viewer/player starts going "What? But an hour ago you said it was this, and now it's that? Meh, this is retarded." 
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#5  Edited By Hopefire

 
I think that the simple answer is "We have no clue." 
  
In Dead Space, Dead Nicole tries to get Isaac to return the Marker to the planet and put it on the platform, which apparently causes "dead space" where the Necromorphs can't animate. It was only after Isaac failed to get the Marker into place that the Hive Mind reared its ugly head.  Further, Isaac was apparently assisted along the way by Dead Nicole. In Dead Space 2, Dead Nicole tries to get Isaac into a position where the Marker can be completed; however, it should be noted that it also puts Isaac into a position where the Marker can be destroyed, and what Dead Nicole said was that the Necromorphs needed Isaac's body. Despite hundreds of Necromorphs being in the inner chamber, there was very little effort made by the Necromorphs to reach Isaac once he reached the Marker. 
 
We've got some actions that seem logically incompatible. In both games, the Markers themselves lead Isaac to ending the Necromorph outbreak; in the second game, the Marker goes so far as to commit suicide of sorts in an elaborate fashion. There are a few explanations I can think of though. 
 
In Dead Space: 
A) The Red Marker was a defective copy. While it created Necromorphs and generated insanity in people, it didn't want to do that. It wanted to be stopped, and it manipulated first Dr. Kyne and then Isaac to stop it.  
B) The Red Marker is insane.  Its actions don't make logical sense because it is itself insane. 
C) Isaac's brain was protecting itself by intentionally misunderstanding the Red Marker's message. If the Marker was saying "Don't do A, do B" then Isaac's brain flipped that into "Do A, don't do B." It's still a matter of Isaac going crazy, but it's Isaac going crazy on his own terms rather than those of the Marker.   
D) For the race that created the Markers, "keep Marker on platform" is about the same as "keep control rods in nuclear reactor." Just basic common sense when dealing with something that dangerous. Yes, mishandling the a nuclear reactor leads to the irradiation of the surrounding countryside, yes, mishandling a Marker leads to a Necromorph outbreak, but really, that's what you get for not following proper safety procedures. The Markers were built to interact with creatures with a different brain set-up, and so the warning messages they broadcast out ("WARNING: This device is not properly seated. This may result in Armageddon. Please consult the user manual!")  are not understood properly by the people on the receiving end. Isaac, for whatever reason, is closer to being able to understand the message than most. but it still comes out as garbled. The help pop-up window in the form of Dead Nicole does a poor job of explaining to the human how to fix the problem, and doesn't even have a feedback form.  
 
In Dead Space 2, the best explanation I can think of is similar to that of option C or D on my list above for Dead Space. Dead Nicole was a self-defense mechanism for Isaac's brain, allowing him to externalize the insanity being caused by the Marker. Further, since the part of his brain allocated to Dead Nicole knew how the Marker worked, it pushed him in the direction he needed to go to get there and destroy it.  It's the best explanation I can think of to reconcile the strange behavior of the Markers in both games. To further elaborate, it's possible that the Black Marker itself was flawed, and was dumped in between solar systems, before eventually getting caught up by the passing Sol system and crashing on Earth. Our bad luck to find a broken version, and then copy the flaws. 

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#6  Edited By Hopefire
@quantumshift5 said:
" Nah, neither Dead Space are scary, just simple sudden jumps here and there. I just hope the last installment is truley unsettling like the Almight Resident Evil 4, now that is scary/unsettling shit. Best of the best:) "
You found Resident Evil 4 scary, but didn't find the original Dead Space scary?  Personally, I think that's like finding Star Wars scary, but thinking that Alien wasn't. :p Dead Space 2, I can totally understand not finding anything to fear in it, with the potential exception of Chapter 10. I can understand not finding any of them scary. But personally speaking, the original Dead Space is one of very, very few books, movies, comics, or games that have gotten a reaction out of me beyond a jump-scare.  To each their own. 
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#7  Edited By Hopefire
Heh, I remember that haunted house in VTM:B. For me, 75% of the original Dead Space was like that.   
 
@Illmatic said:
" As a whole, I wouldn't say it was scarier. There is one particular section of the game that was much scarier than Dead Space 1 too me. Kinda ironic that it was, those who've reached it will know what I'm talking about. "
Chapter 10, I presume.  
 
 
What Dead Space 2 needed to have, in order to be scarier: 
A) More whispers. The whispers you heard wandering around the ship in the first game helped make it.  The whispers in chapter 10 in DS2 were great (I'm really curious who the male was calling Isaac's name - my suspicion is ).
B) More random survivors acting crazy. The nurse who was madly cutting into a patient before eventually just slicing her own neck, the guy who pounded his head against the wall until he died, stuff like that. DS2 was practically screaming for having a soapbox Unitology preacher, giving a sermon while refugees ran from Necromorphs all around him. 
C) More crazy journal entries and audio logs. The log entry from the guy in engineering who cut off his own limbs so he wouldn't hurt anyone when he came back? Brilliant.  
D) More posters completely at odds with the reality on the ground. I love those 50s throwback posters.  Also, more "we're all going to die" style graffiti. 
E) More random, unexplained movement from objects. Again, chapter 10 did this better than any other part of DS2. You'd turn a corner and see something rolling to a stop in a hallway. Or open a door, and see things being thrown through the air up ahead. But often without any kind of explanation. 
F) More subtle insanity moments. DS1 had things like the nurse that just stood there laughing; creepy enough, but when you looked around and saw that she was standing next to her own corpse it started to be less about "oh hey, another crazy person" to "Teh crazy: I gots it." 
G) Greater sense of urgency. DS1 did this in Big Dumb Ways like "if you don't clear out the environment deck soon, we're all going to die" and in other ways like the presence of the Hunter. DS2 failed to convey any sense of urgency. A level where Isaac was actively being chased by marines would have made for a nice change of pace.  
H) Mind games. For example, Isaac sees a group of Necromorphs running in his direction. If he does nothing, they run by, ignoring him. If he kills them, he has one of his sanity twitches and then realizes he's gunned down a young family.  
I) Completely off the wall insane hilarity. If Ellie had put on http://www.youtube.com/watch?v=L9EE-DciidM while on the drill was going...
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#8  Edited By Hopefire

 
The acid belching ones. God, I hate them. In part because they don't feel like the other enemies in the game to me. Everything else wants to get up close and bite my face off. The ranged acid thing is annoying. Everything else, even the Hunter, I like. 

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#9  Edited By Hopefire

 
35) A pissed off engineer is far, far more dangerous than a legion of highly trained marines. 
36) Daycares of the future stock Ripper saw blades.  
37) If you have a ship a year away from being decommissioned, and the entire crew is brutally killed off, the proper thing to do is to fix the ship up and reverse the decision to decommission the vessel.  
38) No matter how great the sex is, once your girlfriend is dead, it's time to end the relationship. 
39) Sometimes, when you're building a 100-story tall evil alien artifact in order to try to find a way to understand evil alien artifacts, it's worth asking whether or not it's really a good idea.  
40) Pilots kick almost as much ass as engineers.  
41) With the right mindset, the limbs of your enemies and the corpses of babies become resources.   
42) No matter how much you try to cut him up, burn him, electrocute him, crush him, blow him up, shoot stuff at him, etc, he just keeps coming, regaining his health in seconds. He's not going to stop for anything, and he will tear you to pieces in seconds. The Hunter? Nah, I'm talking about Isaac Clarke. 

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#10  Edited By Hopefire

  
Like   WatanabeKazuma said, the reason for the construction of the Markers is explained in game. EarthGov thinks that they're trying to study is to determine how to stop it, Unitologists think that they're spreading the sacred and divine. In both cases, those are just justifications for the command that the Marker has given them to create more Markers.  
 
What I want:  
-More Isaac Clarke. I don't want to see any other protagonist in the core Dead Space games; I don't mind DLC or non-installment games featuring the other characters, but Dead Space is about Isaac to me.  
-A gosh-darn going places villain. For a final boss in the first Dead Space, we have the Hive Mind. That's fine, that's cool. For a final boss in Dead Space 2, we have the Marker-dominated subconscious of Isaac Clarke. Not that it wasn't an epic fight, but we're two games into the franchise without actually facing anyone of importance.  
-I'd like Ellie to survive. Anyhow who can survive a day in a Necromorph infested city while dragging a crazy person around and without an engineering rig deserves to live to a ripe old age.  
-More in the way of survivors. I'd absolutely love a sequence where Isaac helps people evacuate. or holds off a Necromorph rush to give a ship time to take off.  
-Live Unitologists. I'd like to help them get what they want. 

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