@Comrade Snarky You can play the DS2 demo without it spoiling anything for you as long as you skip the intro. In game, they really don't say much regarding the first game, if anything.
Why all the hate, game developers?
Why's Valve the only one who seems to give a shit about us?
I may now go back and replay the first until the 1/25...
Same here. After downloading the demo and staring at the START screen for what must have been 15 minutes, I decided to just delete the thing. I'm already going to buy the game, and I'd like it to be as new as possible when the time comes.
@Jim
Glad to hear it was solid!
The first half of the demo was certainly more corridor-y, but the last half, in the church or whatever that place was, was definitely a more open space than anything on the Ishimura.
I'm not sure the open vs. corridor change is one I'd like to see in the sequel. To me, the claustrophobia of a derelict space ship was integral to the overal feeling of stress and disparity in the world of the first Dead Space, so, the sequel begs for a suitable analog that could be tough to deliver in a wide-open city, perhaps.
I think most of the other changes -- subtle as they may be -- are quite welcome.
My only concern is that we'll get a really short campaign, like the first game, but I think that was completely dissolved when the narrator talked. I have a feeling Dead Space 2 will be an overall better game, which is fantastic. A little disappointed that there was no multiplayer, but I'm sure it'll be great.
...I hate myself a little for liking games by EA.
Is it me or is the pulse rifle better? I rarely used in Dead Space because it did shit damage but it seemed more useful in the demo. I'll see tonight because that demo got me hyped and I'm about to run through Dead Space again.
I'm not saying the game should be pulled off of shelves, banned, or reported to FOX news, it's just a bit heavy for me. I'll sit this one out when it's released. You guys enjoy :)
tubes you say? like the internets! also, the demo was awesome, my sister was hiding behind a pillow throughout!
I will say, those screeching babies are fucking the worst thing EVER. I was bugging out when there was a hoard coming after me. They are legitimately freaky.
Also, anyone else have a bitch of a time finding out what the hell to do with that gravity machine "puzzle"? I must be dumb....
Ha! I had the same problem. I tried doing all sorts of stupid things before getting it right:
Throwing objects at it.
Using that time-warp ability on objects, then throwing them at it.
Throwing grenades at it.
Electrocuting it with the javelin gun.
Time-warping the gravity machine, then dropping things in the center.
Oh, I could go on :D
I thought the exact same thing. I hope it dies open up. The free moving zero-g section in DS2 was awesome and I hope they've really expanded on it.
1. The lighting and shadow depth are more grayish than black in the demo as compared to the first game. This might be to hedge the game closer towards being an action game that requires better visibility to adjust for faster and frankly much more numerous enemies, but it tones down the fear level a lot when the room you are in has enough ambient lighting that there are no corners dark enough to unsettle you and at no point are you aiming your weapon sights on them just for the benefit of the attached flashlight. I bought a Plasma TV for the expanded contrast levels and Dead Space delivered the first time around, although this is just a demo I would have liked a large sample of lighting situations simply because of how well they were done the first time around.
2. The scenery change doesn't seem as frightening. The Ishimura was a hazard to itself. You could hear it creak and moan. There where areas where the industrial roar was deafening, and one necromorph hiding in those areas where just as nerve-wracking as the fifteen or so I fought inside of the Unitologist Chapel. Horror is as much, if not more so, about ambiance than any amount of creatures. Sure, they're plenty threatening and disgusting, but I personally feel that a harsh environment can do more towards to shaking a player than anything else, which is something that I would hope to see more of in the complete game.
3. Call me a whiner, but I liked my Zero G jumping better than these floaty-ass boots. I can understand why you'd want to allow for more mobility, albeit it a little more sluggish, in Zero G along with the ability to engage in free floating firefights, but I don't know if it is for me. Zero G as it previously functioned was more inclined towards realigning the gamer's orientation in multiple dimensions and making them look beyond 'foor' being the only navigable surface, which was neat to me. The boots seam to undo the wall crawling and make things seem a little more vertical to me. There is a chance that with the little time that I spent accustoming myself to them I missed out on some of the finer points of navigation and landing, but honestly I don't find this version of Zero G nearly as compelling, nor does it seem as well situated into the level design as what I had previously seen. Again I'd love to be proven wrong, and this is just a demo.
4. The curved line upgrade for the in game GPS is a rad update. Sure, right angles have a timeless and technologically endearing feel to them, but I am happy to see the change as it implies to me a much more organic design structure in the game's architecture that hopefully will translate into something a bit more biology and little less physics.
5. I want to shoot more Tesla Coils into monsters faces. There's no need explain this one.

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