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.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |