Beaten: Dead Space

I’d had my eye on Dead Space since it first got announced. It looked superb even though Survival Horror isn’t a genre I really go for. Some of that is to do with the Resident Evil series being the flagship title in such a genre and my utter dismay at the array of broken mechanics and archaic design principles that litter that franchise.

Having played Dead Space through to completion I have to say it’s one of those rare games that exceeded my expectations. As such, it instantly goes onto a pretty short list of games I can whole-heartedly recommend. To me, Dead Space is the the pinnacle of the Survival Horror genre and EA, a company that recieves a lot of criticism, deserve enormous praise for their efforts.

Firstly, the setting is great! Zombies in space. Why didn’t anyone think of that before?ย  (Dino Crisis 3 doesn’t count, ok?) You get all the joy of videogame zombies and the jumps and groans they offer PLUS! extra game mechanics like zero gravity, space-age weapons, sci-fi technology, airlocks and more. It’s a great setting and Dead Space makes the most of it. There are just as many ‘space’ themed events and challenges driving the game forward as there are ‘monster’ ones which not only adds a degree of variety in the challenges you face as a player but, because they’re so well put together, each complements the other and, in the context of the game, the overall experience of both aspects are elevated.

The graphics are uniformally superb with each deck given its own theme (medical, engineering, hydroponics etc). A variety of lighting tricks add enormous atmosphere to the game. Special mention goes to the stunning rendering of the player’s character Isaac, he moves with purpose and believability. I’ve rarely been so convinced of a living player character as I have of Isaac in Dead Space. It just works.

And a game like Dead Space lives or dies on its sense of atmosphere and how well it draws the player into the world it creates. Thanks to the excellent lighting, believable animation and nuances of Isaac and the astonishing sound design, the game excells when it comes to atmosphere. I’ve got some 5.1 surround headphones but, frankly, I didn’t have the balls to wear them whilst playing Dead Space!

Home improvement - the Dead Space way
Home improvement - the Dead Space way

Another hugely impressive part of Dead Space is in its user interface – or lack of one. Atmosphere can often be broken by hitting PAUSE and going around some menu items or glancing at a map. Dead Space offers you these features but presents them as a holographic interface directly in front of Isaac in the game. In fact, as you move around your inventory Isaac’s head follows the highlighted area. Whilst navigating this interface the player can still use the second analogue stick to move the camera freely around and, in doing so, you can see the holographic interface from different angles – including reverse angle – and see that whilst it looks flat from the front view, it’s actually a layered interface with different depths. All the time, however, you are kept inside the game world, the suspension of disbelief is not threatened by the need to review your inventory as it might be in most games. Even the player’s ammo and health are depicted as parts of the weapon and armour respectively. All the information is clear and available to the player but it never takes them out of the game world. To me, this is one of the most brilliantly designed aspects of the game and something that works to perfection. Interface design is hugely important in all areas of software, games have extra considerations (such as maximum resolution, having to keep areas of the screen clear and so on) and I think Dead Space’s execution is well worth studying. If you’ve played the game and never really noticed the interface then that tells you how good it is!

Aside from a handful of times at the start and end of the game, there’s barely any cut-scenes either. Nearly all communication in the game is handled in audio or through a holographic video playing out in front of Isaac. Again, because this is in keeping with being kept inside the game world it means that Isaac can still march forwards or open doors and shoot zombies without the game’s narrative insisting that he stand still and listen. Once again, it’s another example of how the sci-fi setting is exploited in the game design to allow the player more freedom to get on and play the game. In fact, this audio delivery is used to startle the player sometimes as your radio might crackle into life with loud static at a most unexpected moment. Everything, it seems, is designed to heighten the game experience.

My only criticism with the game is that, by the time you’re into the second half of it you might anticipate some of the tricks used to manipulate your feelings. Interesting objects are frequently put at the end of long corridors and, as you walk down the corridor focused on the object something will jump out at you from one side. Classic misdirection but it becomes a little familiar. As does the device of having you walk into a room with only one exit in order to obtain a key item and seeing the exit lock behind you trapping you inside as zombies start to spill out of innocent looking hatches and vents.

To compensate, the game has more than enough moments of unexpected thrills and daring (such as realising you’ll need to walk on the exterior of the ship or might choose to indulge in some zero-g basket-ball) that are far more memorable than getting jumped on by a zombie.

Dead Space is a cracker ofย  a game and easily one of my favourite in the last 12 months. It’s Wii counterpart is also shaping up to be something very promising indeed. The studio that produced Dead Space are hard at work on Dante’s Inferno – said to be a God of War style game. I can’t wait!

Anti Natal

As someone with the crazy idea that good gameplay design makes a game worth playing over something like a gimmicky way of controlling it I’ve never been convinced by the Wii (and it’s shockingly low average scores for its software aren’t really doing much to support the “gimmicky controller is a silver-bullet solution to F U N” either) and so it was with disdain that I saw both Microsoft and Sony wasting huge amounts of time and money in producing gimmicky controllers of their own.

Whilst Sony admit the effort they presented at E3 is a work-in-progress, Microsoft’s work-in-progress effort is already being pimped as the Second Coming of a revolution that hasn’t proved to be all that revolutionary in the first place. Within days of its announcement various high-profile shows in the US have all shown us how much fun it is to pay $400 (TV not included) to kick a virtual ball around in a virtually unsatisfying way. The notion that spending less than a tenth of the money for an infinitely more satisfying genuine experience seems to have eluded most people. Heck, you don’t even have to limit your movements to standing in a small square on the floor with a real soccer-ball either.

So, it’s with great satisfaction and not a small amount of relief that at least one USA show, The Colbert Report, can tell it like it really is:

The merriment starts at about 1:40 and I defy anyone not to laugh out loud when he pushes that red button when asking if the time is right to invest in Microsoft.

Enjoy!

The 360 round trip

The 360 is back and, after an initial scare, it seems to be ok. The initial scare took the form of an immediate system crash when I first booted with all things plugged in. I unplugged my HDD booted and all was fine – re-did the system setup, re-attached the HDD and tried again. Seems ok!

I know, I know – you’ve all been wondering how it was going. I’m such a tease!

Late to the RROD party

Well, I can finally consider myself a true Xbox 360 owner as I’ve been blessed with my very own Red Ring of Death.

In some ways I’m relieved. Having owned a unit for a couple of years I’ve often felt the sword of Damocles hover over me whenever I’ve powered the unit up. And, to be fair, I play consoles far less than I used to and most of my machines are inactive for weeks at a time.

Curiously, the unit booted fine yesterday and invited me to perform a system update which I dutifully did. Instability followed immediately with the start-up animation freezing or playing but then refusing to go into the 360 dashboard. Sometimes the dashboard would crash. Other times the startup animation would freeze with graphical corruption on it. Needless to say, I’ve reset the unit a number of times and have finally been shown the red card.

Even more curiously, five minutes after seeing The Ring I powered the unit up again and it worked fine. I spent a couple of hours last night wandering around Dead Space and being really impressed. This morning saw dodgy boot sequences and a more permanent Red Ring.

Quite some time back I registered my Xbox and Xbox 360 on the Xbox Service site so initiating a repair has been a very simple process. We’ll see how the rest of it goes. My expectations are that things should run very smoothly – based on the assumption that this is a process Microsoft has had ample opportunity to perfect through repeated executions.

At launch-time I was really impressed with the 360 and with Microsoft’s endeavours around it. As the failure rate issue became increasingly difficult for everyone (even Microsoft) to gloss over I’ve learned much that has made me pretty disgusted with the way the product was launched and the gamble Microsoft knowingly made to get their product out the door first at the expense of the consumer. I’m not one of those guys who picks a fight with large corporations or feels the need to spell “Microsoft” with a “$” in the middle. I use Office, I use Windows. The products work when I need them to and they meet my requirements. I’m content. My experience of the product that is the 360 has changed how I feel about Microsoft and their efforts in the console industry.

With that said, now that the worst has happened, I believe the most can be made of the experience.

A long time back I found transactions being used against my credit card. I’m a cash or debit-card person myself so my trend for spending on credit card is pretty consistent. Big, assorted retail purchases all in one location stick out like a sore thumb. When I spotted these transactions I informed my bank and they handled the situation brilliantly. My card was stopped, a new one issued, the fraudulent charges on the balance were removed. The service to the customer was outstanding. As a result my confidence in credit card use and in how issues are handled is very high – far higher than it was when nothing had ever gone wrong.

So, now my 360 has gone wrong I’m hoping to have my confidence in the product and in those responsible for it to be boosted. I would welcome the opportunity to truly enjoy the gaming it offers without worrying about my warranty. I look forward to making the most of this!

Irony watch!

Hmm.

Don’t confuse hard work with good game making. Everyone works hard. That’s what it means to be a professional.

This comes from a site that confuses quantity of output with quality. My refusal to link to them should tell you who they are. Failing that, just Google the phrase.

I don’t entirely agree with the sentiment that working hard equates to being professional – irrespective of who makes that claim.

And whilst not ironic, this post seems like a great moment to put a big question mark over the prospect of Jade Goody: The Musical.

One for the old-skoolers

NFG’s Arcade Font Lister is a cracking little trip down memory lane of times spent wandering around a small dingey arcade at one end of Ilford watching the attract modes of games like After Burner, Wonderboy, Contra and Gradius.

The site also allows has a neat tool allowing you to create your own phrases in any of those fonts and with a variety of effects.

Finding a logo for your retro-gaming blog just got a whole lot easier ๐Ÿ™‚

Wad of Gore

Wow, it feels like old times. ๐Ÿ™‚

What can I say? Although there’s no genuine gameplay, it looks totally badass and it also looks like the sheer scale of the environments the gameplay will take part in should be as awesome as the earlier games.

Star Wars: Battlefront 3 leaked footage

There’s a lot I could say about this but I won’t. Personally I can imagine the spot a lot of Free Radical’s staff must feel put in given that many were made redundant just before Christmas 2008.

However, NDAs are there for a reason. If work is produced by a human for a company and it’s clearly been stated that the company owns the work then that’s that. If I was an employer looking at a portfolio of work you’d purposefully publicised without permission and in direct conflict with the owning company’s wishes then I’d have to consider just what sort of discipline and professional outlook you have and whether you’d treat me the same way as your last employer.

For those that don’t have to (or choose not to) consider that side of things, enjoy the blurry footage and stirring music.

Update 22/01/09: Looks like LucasArts have got shirty on sites hosting the leaked footage and it’s been pulled.