To add to the plethora of threads about Dead Space, here's another, about game design and mechanics!
I'm trying to finish the first Dead Space before I go and pick up the second one. It's a disgusting and amazing game, I'm thoroughly enjoying the experience, and the story is decent, with some good ideas pertaining to corrupt religions and supernatural forces, and the feeling of horror facing a terrifying and violent organism that will not spare any human, be they child, woman or man.
But after scrounging through hundreds of lockers for that priceless plasma cutter ammunition, and after running out of shots just when I really don't want to, I fervently wished for a good ol' sledgehammer, something I can swing over my head and bring down on top of a Necromorph's face with a sickening crunch and splatter, something that will never run out of ammunition or leave me defenceless. I thought it would also fit in very well with the brutal aesthetic of Dead Space, but then I realised: It would probably ruin the game.
In Dead Space ammuntion is almost a luxury. You have to always pick your shots and conserve when you can, and take EVERY cheap exit you can. Red barrels anyone? It leaves you feeling very vulnerable. There is a massive feeling of fear and dread and wonderous tension as you pump round after round into the Necromorph charging at you, hoping it will collapse into a bleeding heap before it reaches you and rips your head off. It really wouldn't have the same effect if you just waited for it to come near before mashing the fire button until it dies, with no resources lost and no disadvantage to you for doing so.
I also feel quite fearless when I'm using a melee weapon in any game. In Dead Space I would probably charge into combat rather than back away panicking, which would destroy the feel of the game. I call them 'comfort weapons'. Some horror games don't realise this, and will throw a 'comfort weapon', particularly a melee weapon.
The best example of this is the chainsaw in Doom 3, a similar game to Dead Space. Who the hell is scared of the creatures any more if you can charge in, maybe dodging some paltry ranged attacks, and slice them up in seconds? What is the point of any other weapon? You can't even hear the atmosphere over the roar of the two-stroke. The designers of Dead Space seemed to understand this.
Granted, a melee weapon system could be done very well within a horror game, a system that still leaves you feeling vulnerable. Dead Space also did this well with Isaac's wild swings that are often blocked and leave you stumbling, or the brutal stomps that seem like a panic tactic.
So, how would you make a melee weapon system in a horror game and still preserve that tension and feeling of vulnerability? Do you agree with my statements? Could a proper melee weapon have improved Dead Space, or ruined it?
Discuss!
EDITED for opinion clarity on story
I'm trying to finish the first Dead Space before I go and pick up the second one. It's a disgusting and amazing game, I'm thoroughly enjoying the experience, and the story is decent, with some good ideas pertaining to corrupt religions and supernatural forces, and the feeling of horror facing a terrifying and violent organism that will not spare any human, be they child, woman or man.
But after scrounging through hundreds of lockers for that priceless plasma cutter ammunition, and after running out of shots just when I really don't want to, I fervently wished for a good ol' sledgehammer, something I can swing over my head and bring down on top of a Necromorph's face with a sickening crunch and splatter, something that will never run out of ammunition or leave me defenceless. I thought it would also fit in very well with the brutal aesthetic of Dead Space, but then I realised: It would probably ruin the game.
In Dead Space ammuntion is almost a luxury. You have to always pick your shots and conserve when you can, and take EVERY cheap exit you can. Red barrels anyone? It leaves you feeling very vulnerable. There is a massive feeling of fear and dread and wonderous tension as you pump round after round into the Necromorph charging at you, hoping it will collapse into a bleeding heap before it reaches you and rips your head off. It really wouldn't have the same effect if you just waited for it to come near before mashing the fire button until it dies, with no resources lost and no disadvantage to you for doing so.
I also feel quite fearless when I'm using a melee weapon in any game. In Dead Space I would probably charge into combat rather than back away panicking, which would destroy the feel of the game. I call them 'comfort weapons'. Some horror games don't realise this, and will throw a 'comfort weapon', particularly a melee weapon.
The best example of this is the chainsaw in Doom 3, a similar game to Dead Space. Who the hell is scared of the creatures any more if you can charge in, maybe dodging some paltry ranged attacks, and slice them up in seconds? What is the point of any other weapon? You can't even hear the atmosphere over the roar of the two-stroke. The designers of Dead Space seemed to understand this.
Granted, a melee weapon system could be done very well within a horror game, a system that still leaves you feeling vulnerable. Dead Space also did this well with Isaac's wild swings that are often blocked and leave you stumbling, or the brutal stomps that seem like a panic tactic.
So, how would you make a melee weapon system in a horror game and still preserve that tension and feeling of vulnerability? Do you agree with my statements? Could a proper melee weapon have improved Dead Space, or ruined it?
Discuss!
EDITED for opinion clarity on story