Add in dingy halls that breed isolation, enemy spawn points that adapt to player positioning, and music that preys on the human brain's distaste for discordant tones, and "Dead Space" seemingly does everything right.Īt the surface, " Subnautica" is about surviving an alien ocean. Instead of relying on the tired-yet-true tactic of "aim for the head," the game utilizes a novel dismemberment system that forces players to disarm enemies by, well, literally dis arming them and hoping the next detached limb finally stops their macabre advance. Moreover, "Dead Space" has a few other tricks up its sleeves to scare players. The pause menu doesn't stop the action - or monsters. ![]() As noted by jackfrags, everything in "Dead Space," from inventory management to narrative-crucial cutscenes, occurs diegetically and in real time. While the game's enemies are disturbing on a mere conceptual level (and because their twisted designs were inspired by car crash victims, according to Destructoid), players don't view them through the safety of a UI. Many studios throw that word around, but "Dead Space" lives it. ![]() The secret to "Dead Space" and its scares can be summarized in one word: immersion.
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